The official discord link if you wish to join the discord: https://discord.gg/j5RKwCvAFu

Support the wiki on our official Ko-Fi page or Patreon page!

Solid Snake

From The Codex
Revision as of 19:01, 12 January 2022 by GiverOfThePeace (talk | contribs)

Life isn’t just about passing on your genes. We can leave behind much more than just DNA. Through speech, music, literature and movies... what we’ve seen, heard, felt anger, joy and sorrow, these are the things I will pass on. That’s what I live for. We need to pass the torch, and let our children read our messy and sad history by its light. We have the magic of the digital age to do that with. The human race will probably come to an end some time, and new species may rule over this planet. Earth may not be forever, but we still have the responsibility to leave what trace of life we can. Building the future and keeping the past alive are one in the same thing.
~ Snake
Theme of Sold Snake
Theme of Tara

Background

Solid Snake, real name David, also known as Old Snake, and briefly known as Iroquois Pliskin, or simply Snake, was a former spy, special operations soldier, and mercenary. Possessing an IQ of 180 and fluent in six languages, he was known as "the Man Who Makes the Impossible Possible" and his exploits made him into a living legend among the military black ops.

A product of the Les Enfants Terribles project, Snake was a clone of world-renowned soldier Big Boss, along with his brothers Liquid Snake and Solidus Snake. Initially a Green Beret, Snake was later inducted into the High-Tech Special Forces Unit FOXHOUND in the mid-1990s while it was commanded by Big Boss. Repeatedly tasked with disarming and destroying the latest incarnation of Metal Gear, a bipedal nuclear weapon-armed tank, Snake would thrice avert potential nuclear catastrophe, becoming a famed war hero.

Following the Shadow Moses Incident and subsequent smear campaign by the Patriots, the secret organization behind American politics, Snake was labeled a terrorist. He faked his own death in the Manhattan Tanker Incident, though he re-emerged years later to assist Raiden in the Big Shell Incident. During this time, his body entered a state of accelerated aging, due to intentional genetic changes made during the cloning process, causing his health to decline.

In 2014, Snake performed his final mission, during which he defeated Liquid Ocelot and destroyed the Patriots. After one last encounter with Big Boss, Snake chose to live his remaining days in peace.

This dropdown contains the synopsis of Solid Snake’s story. Read at your own risk as you may be spoiled otherwise!

In 1972, David and his twin brother Eli were born as a result of the secret government project "Les Enfants Terribles," designed to create the perfect soldier, using the genes of the "Greatest Warrior of the 20th Century" Big Boss. The twins were also to serve as an insurance policy for the Patriots, should Big Boss abandon their organization.

Using the process of somatic cell nuclear transfer, eight clone embryos were created by inserting Big Boss's DNA into enucleated egg cells, donated by a healthy Japanese woman. By utilizing the Super Baby Method, the embryos were then implanted into the womb of a surrogate mother with six of the babies eventually being aborted to promote growth in the remaining two.

The two clones were also modified on the genetic level, with one clone expressing Big Boss's dominant genetic traits and the other expressing Big Boss's recessive traits. Nine months later, the twins were born and would later receive the codenames of Solid Snake and Liquid Snake. Being a somatic cell clone of Big Boss, Solid Snake inherited mitochondrial DNA from the Japanese egg donor of "Les Enfants Terribles," later demonstrating some awareness of this heritage. A third clone was created afterward.

Following his birth, Solid Snake was given the name David. He spent his early life being raised in the United States by a variety of foster parents. Making his way into the military, David was inducted into the Green Berets as a teen and took part in a mission to infiltrate western Iraq in 1991, during the Gulf War. During the war, some U.S. soldiers were injected with soldier genes in an attempt to replicate the results of Les Enfants Terribles, making them, and the reported "Gulf War Babies," David's siblings, in a sense.

Later, David joined Big Boss's special forces unit FOXHOUND, during which time he received the codename "Solid Snake." While undergoing FOXHOUND's training regimen, he became an expert of high-altitude skydiving, linguistics, closed-circuit open-circuit combat diving, and free climbing. Big Boss personally trained him in the use of CQC and taught him the importance of having the will to survive on the battlefield. It was at FOXHOUND's training camp that he also met survival instructor Master Miller. During this time, Snake's real name and origins were classified under National Security.

Snake's first mission for FOXHOUND came in 1995, when he was tasked with infiltrating Outer Heaven; a military nation deep within South Africa, led by a feared and legendary mercenary. Snake was charged with rescuing Gray Fox, a FOXHOUND agent who was missing in action, and shed light on the "ultimate weapon" Metal Gear, which Fox had mentioned in a broken radio message prior to his capture. Shortly after arriving in the general vicinity of Outer Heaven, he was contacted by Big Boss via his radio and was reminded to prepare himself for his first real mission for FOXHOUND.

After infiltrating the fortress via an underwater insertion, he learned from the various prisoners of war after freeing them that Fox was being held in a high-level prison cell in the basement, and the only way to find him was to get himself captured. After locating Gray Fox, he learned from him that Metal Gear was a bipedal nuclear-armed tank that can launch a nuclear warhead anywhere in the world. He was then told to locate the weapon’s developer, Dr. Drago Pettrovich Madnar, to find a way to destroy it.

With the help of resistance members Schneider, Diane, and Jennifer, Snake succeeded in rescuing Dr. Madnar and his daughter Ellen, and destroyed TX-55 Metal Gear. Just as he was making his escape, Snake discovered that his mission commander, Big Boss, was secretly the leader of Outer Heaven, and was apparently confronted by the man himself within the fortress's 100th-floor basement. Snake defeated Big Boss in combat and escaped the base before its self-destruction. However, the "Big Boss" that Snake fought was actually the body double Venom Snake, while the real Big Boss fled to Central Asia.

Despite his success in Outer Heaven, Snake departed FOXHOUND and entered early retirement. He also chose to abandon the CQC techniques taught to him by Big Boss, due to its association with the man who had betrayed his unit. Snake was later scouted by the CIA and spent six months as an undercover agent, until he became dissatisfied with the organization and left. He then became a mercenary for hire, and after earning enough money, he went into semi-retirement in the Canadian wilderness. For the next few years, Snake experienced PTSD, caused by memories of Big Boss and Outer Heaven.

In December 1999, Snake was called upon by FOXHOUND’s new commander, Roy Campbell, for an operation into Central Asia. Apparently, a new highly militarized nation called Zanzibar Land had kidnapped Dr. Kio Marv, inventor of the oil refining microbe, OILIX. Not only that, but a new Metal Gear was believed to be under development in Zanzibar Land. Snake accepted the mission, in part to end the nightmares that he had endured since Operation Intrude N313.

Snake's mission objectives were to infiltrate the seemingly impenetrable wall that surrounded Zanzibar Land, and to recover Dr. Marv and the OILIX formula, as part of Operation Intrude F014. His radio support team consisted of Colonel Campbell, former FOXHOUND instructor Master Miller, and mercenary adviser George Kasler. Snake succeeded in the first task, but complications arose when one of his allies in the mission, a CIA war coverage spy named Holly White blew her cover, and required rescuing. After freeing Holly, Snake learned how to contact Dr. Marv by radio, but after discovering that he could only speak Czech and Slovakian, he was forced to locate his STB bodyguard Gustava Heffner. However, the two were attacked by Snake's former comrade Gray Fox while attempting a rescue, after being betrayed by his supposed ally Dr. Drago Pettrovich Madnar, resulting in both Gustava and Dr. Marv's death. Despite these events, Snake succeeded in recovering the OILIX formula, utilizing the polymimetic nature of a special brooch key, bequeathed to him by Gustava on her deathbed.

Deep in the heart of Zanzibar Land, Snake destroyed Metal Gear D and defeated Gray Fox, successfully thwarting the ambitions of Big Boss. As the man behind Zanzibar Land's rise to power, Big Boss returned for a final battle against his former subordinate. Snake ultimately defeated Big Boss with a makeshift flamethrower, consisting of a lighter and lacquer spray. Snake and Holly then escaped the fortress, fending off enemy troops in the jungle until they were extracted by helicopter. During the mission debriefing, Snake declined Campbell's request to rejoin FOXHOUND, stating that his nightmares were now over. Likewise, Snake also confirmed to Holly and Campbell that the cartridge he retrieved was indeed the one Marv used to store the OILIX plans, citing that Marv's signature was written backward on the MSX loading screen when used. Despite promising to have Christmas dinner with Holly following the mission, Snake stood her up and disappeared shortly afterward. Campbell also implied that this was not the first time Snake disappeared without warning.

Following the conclusion of Operation Intrude F014, Snake returned to North America and retired to an Alaskan wilderness retreat, Twin Lakes. By this time, the military had deemed that Snake had committed several acts of misconduct during his career, enough for him to serve a lengthy prison sentence, should he be brought to account. Through his retirement, Snake attempted to try and forget his war-torn past and recover from PTSD, as well as come to terms with the fact that he had "killed" his own father. During this time, he began heavily drinking. He later became a dogsled racer, taking care of 50 huskies, and competed in the Iditarod.

In February 2005, Snake was called back to the U.S. military when he was deployed by his former commander Roy Campbell to Shadow Moses Island. A rebellion had taken place at Shadow Moses by rogue members of FOXHOUND, who had threatened the U.S. with a nuclear strike and demanded that the remains of Big Boss be turned over to them. Unhappy at how Campbell had sent armed soldiers after him and had his personal effects confiscated, Snake reluctantly accepted the assignment on the condition that he only take orders from Campbell, and that he be given full disclosure of all mission information. Due to his resemblance to the terrorist leader Liquid Snake, Solid Snake had his hair cut shortly before departing to Shadow Moses, to avoid being mistaken for him. Snake was charged with ascertaining their nuclear capability and rescuing their hostages: president of ArmsTech weapons manufacturer Kenneth Baker, and the DARPA Chief Donald Anderson.

Snake infiltrated the base alone, but quickly gained help in the form of Metal Gear REX developer Hal Emmerich and new FOXHOUND recruit Meryl Silverburgh, Campbell's niece. Metal Gear REX was a nuclear-armed bipedal walking tank developed in secret by the U.S. Army and ArmsTech. Although he largely was in shape for the mission, he did end up exhausted after climbing the flight of stairs up to Tower A's roof, causing Campbell to briefly joke that Snake's mushing had him get out of shape. However, he ended up being tricked into activating Metal Gear due to misinformation supplied by Liquid (who had infiltrated Snake's support group by posing as Master Miller, having had him murdered three days prior). With the help of the two aforementioned, as well as his former comrade Gray Fox (now the Cyborg Ninja), Snake succeeded in destroying REX and defeating the members of FOXHOUND, including Liquid. Prior to their final battle, Liquid taunted Snake with the knowledge that he had killed many of his brothers in the Next-Generation Special Forces, who like Snake, had been experimented on to replicate Big Boss’s genes.

Snake soon learned that the mission had been a cleverly woven plot, prepared by the Pentagon. Through the secret, Pentagon-guided efforts of genetic engineer Naomi Hunter, Snake's body had become host to the artificial virus FOXDIE. Snake was outraged to hear that his mission was a government conspiracy and that he was merely sent as a carrier of the virus, which was programmed to kill Baker (for knowing too much about the project), and the FOXHOUND operatives just to ensure that the bodies of the Genome Soldiers and Metal Gear REX could be recovered undamaged. He was also reminded of the possibility that he had willingly returned to the battlefield because he enjoyed war, as commented upon by Meryl, Psycho Mantis, and Liquid Snake, and echoing Big Boss's words in Zanzibar Land.

Throughout the incident, Snake suspected that Campbell was concealing important information regarding the mission's true nature, although he later forgave Campbell after learning that the Pentagon had used Meryl as leverage in order to force him to cooperate with them (as they had deliberately sent Meryl to Shadow Moses the same day as the revolt). Snake also discovered that Naomi was the foster sister of Gray Fox, who desired revenge for what Snake had done to her brother and had modified the FOXDIE virus so that it would kill him in addition to FOXHOUND. However, she set the virus to a "wildcard" value, leaving him vulnerable at a later time. To enable Snake some peace, Campbell reported Snake died when his jeep sank into the ocean. This cover story was short-lived, assuming it fooled anyone at all.

Following the Shadow Moses Incident, Snake and Meryl disappeared after leaving the base, after Campbell faked their deaths by claiming that they had died after their jeep crashed into the ocean. Sometime later, Snake lost contact with Meryl. Because of his exploits at Shadow Moses, he also became a hero to the public, which greatly concerned the Patriots.

Revolver Ocelot, the sole surviving member of FOXHOUND, reported the events on Shadow Moses to U.S. President George Sears, for whom he had acted as a spy throughout the entire incident. He informed Sears, that it was the inferior clone Solid Snake, who had survived, stating that Liquid had wrongly believed himself to be inferior right until his death. Ocelot also reported that the FOXDIE in Snake would activate soon, although Snake would ultimately remain unaffected due to differences between his and Liquid's genetic codes. Three weeks after the Shadow Moses Incident, Naomi escaped from confinement at a high-security facility during debriefing due to someone breaking her out. As Nastasha Romanenko and the U.S. Government believed Snake to have been the one who broke her out (in actuality, it was Liquid Ocelot who did the deed), the U.S. military also added Snake's supposed involvement in her escape to his rap sheet.

Ocelot later sold REX's plans onto the black market, prompting Snake and Otacon to found the anti-Metal Gear NGO, Philanthropy. With the goal of eradicating all Metal Gear technology, Snake participated in investigating its development across the world, often by illegal means, which Philanthropy then exposed to the public via the Internet. His missions and activities in the group included data collection and various sabotage missions and were also extremist in nature. During one of these operations in a facility, Snake, along with Otacon, also stole Liquid Snake's corpse, which was kept in cold storage. Around 2007, Snake also began suffering the effects of accelerated aging.

In August 2007, Otacon received a tip from his estranged stepsister Emma Emmerich that a new Metal Gear was being developed by the United States Marine Corps, and was being transported via a Marine vessel disguised as an oil tanker. Solid Snake would later reminisce that the intelligence had been suspicious, but Philanthropy had grown complacent due to its previous successes in sabotage. Snake boarded the tanker while en route to its destination, and quickly discovered that a group of Russian mercenaries led by Sergei Gurlukovich had their own plans for Metal Gear RAY, arriving shortly thereafter to take over the vessel. Snake soon encountered Olga Gurlukovich (Sergei’s daughter) onboard the tanker and proceeded to defeat her in a gunfight, knocking her unconscious with his modified M9 tranquilizer pistol.

Snake quickly made his way into the tanker's holds and, as per his mission objectives, secured photographic evidence of the new Metal Gear. Neither he nor Otacon could have predicted the reappearance of Revolver Ocelot on the tanker, who proceeded to detonate Semtex explosives onboard the ship in order to sink it. While attempting to stop Ocelot, Snake was confronted by the spirit of his deceased brother Liquid Snake, who had apparently taken over the mind of Ocelot through an arm transplant (Liquid's arm having been grafted onto Ocelot, to replace the hand he lost at Shadow Moses). Snake's presence had seemingly released Liquid's personality, who went on to comment that he had evaded the accelerated aging that Snake was now undergoing. After Liquid escaped in the stolen RAY, Snake successfully escaped the sinking tanker and made his way the surface of the river, where he was rescued by Otacon on a small boat. The two also rescued Olga, and, taking advantage of the situation, decided to fake Snake's death by using the corpse of Liquid Snake as a decoy.

Thanks to the photographs taken by a U.S. Army Cypher, the Patriots framed Solid Snake and Philanthropy in a smear campaign for the tanker sinking, simultaneously exposing them to the public and destroying their reputation. It was widely believed that Snake had been killed in the incident, after Liquid's body was retrieved from the New York Harbor, its genetic similarity to Snake's providing apparent confirmation.

In April 2009, Snake had received Intel that a new Metal Gear was being developed at the Big Shell offshore facility, which was occupied by the Sons of Liberty, composed of the remnants of the GRU unit and other unidentified soldiers. Feeling that he had been in hiding long enough, Snake infiltrated the Big Shell by cutting a hole into the oil fence. He later knocked out several Gurlukovich sentries in the deep sea dock, and ascended to the roof of Strut A by elevator; Raiden, who had infiltrated shortly after Snake, briefly saw him, though his back was turned. Snake later disguised himself as Lieutenant Junior Grade Iroquois Pliskin, a member of the Navy SEAL Team 10 Alpha squad. He chose the alias as a reference to "Snake Plissken" of Escape from New York, and the name of a confederacy of Native American tribes headquartered in New York (also a Huron word meaning "Black Snake").

“Pliskin” first encountered Raiden in the Strut B transformer room, which was strewn with the bodies of SEALs who had been killed by Dead Cell member Vamp. Raiden was nearly attacked by Vamp, but only received a scratch from a bullet grazing his face thanks to an intervention from Pliskin. Vamp then went to attack Pliskin, but stopped short, remarking that Pliskin smelled just like "him." Raiden then picked up Pliskin's M4 carbine, which was not ID-locked like the other SEALS' weapons, and fired on Vamp to drive him off, who then left the area after being ordered to retreat. Claiming to have entered the Big Shell by a "fast rope descent from a navy chopper," Pliskin aroused Raiden’s suspicions after a sea louse crawled out of his clothes. Pliskin told Raiden about Vamp's origins, as well as Dead Cell, though he wasn't able to continue on because he needed a few moments to recover from Vamp's attack, having become disorientated from blood loss. However, he also exaggerated slightly to Raiden, as he intended to go separate ways and watch him from afar, until he could gauge whether Raiden was trustworthy enough for him to ally with. Before Raiden left, Pliskin provided him with a SOCOM pistol.

Pliskin later met Raiden and bomb disposal expert Peter Stillman within Strut C. Stillman provided the two with a coolant spray and sensor to disarm C4 explosives, which had been planted throughout the facility by Stillman’s former protégé Fatman of Dead Cell. Pliskin’s possession of headphones, usually worn by SEAL commanders off the battlefield, and his use of other military organizations' mottos ("Semper Fi" and "Who Dares, Wins" of the U.S. Marines and SAS, respectively), clued Stillman in to the fact that Pliskin wasn’t actually a SEAL. Pliskin then left to begin his bomb disposal of Shell 2, and located: the first C4 on the Strut H heliport behind some cargo; the second C4 on the ceiling of another strut (which required him to get onto a stand to reach it with the coolant spray); the third C4 planted on the back of a Gurlukovich mercenary; the fourth C4 in an area so narrow he needed to crawl inside to reach it; and the fifth C4 that required a much closer inspection to locate. Olga Gurlukovich became alerted to Pliskin's presence aboard the Big Shell, after seeing "a man in a cardboard box." This unorthodox tactic clued Solidus Snake in to Pliskin's possible identity. Raiden also briefly witnessed the same man in a cardboard box, and called Pliskin about it and inquired if the man in the cardboard box was a member of Dead Cell, unaware at the time that Pliskin had been that man in question.

At some point later, Pliskin was contacted by Peter Stillman and requested that he investigate Shell 2 in case there were C4 planted that the C4 sensors couldn't pick up. Pliskin managed to stumble upon a large cache of C4 explosives that both were vapor-sealed and didn't contain any of Fatman's cologne, at the bottom of Strut H, and contacted Stillman and Raiden. However, he also ended up inadvertently activating the same C4 cache when he disarmed the last of Shell 2's decoy C4 explosives due to the same cache being rigged to activate when all of the decoy C4 were disarmed. Pliskin ended up knocked out in the resulting explosion shortly after Stillman's final message warning Pliskin and Raiden about the proximity microwave trigger with a seven foot (two-meter) radius, on the C4. He ended up surviving the blast with the help of Otacon. In addition, after Raiden questioned him about toxins being released after Shell H was heavily damaged, Pliskin revealed he never heard of that and decided to investigate, also revealing that Shell 2 did not contain any hostages, meaning they were most likely in Shell 1. He also implied that saving U.S. President James Johnson and the hostages wasn't his mission, arousing Raiden’s suspicions further. Afterward, acting on Raiden's tip, Pliskin conducted a thorough investigation of Shell 2 and managed to hijack a Kasatka helicopter, with Otacon acting as pilot. Afterward, he then briefly introduced Raiden to Otacon, via Codec, although they had to cut the meeting short when Pliskin had to fight off several Gurlukovich Mercenaries who had spotted them and attacked.

Snake eventually met his genetic brother, the terrorist leader Solidus Snake, though he refused to acknowledge him as such. After aiding Raiden in his attack on Solidus’s Harrier jet on the Shell 1-2 connecting bridge, Snake revealed his true identity and mission to him, as the latter had overheard Solidus using Snake's name. He also once again met Olga and explained to her that it was in fact Revolver Ocelot who had killed her father Sergei. Snake later helped Raiden, Otacon and Emma install the reprogrammed computer virus, a digital counterpart of FOXDIE, into GW (Arsenal Gear's AI system), shortly before Emma died after being stabbed by Vamp. Snake worked together with Olga, using Raiden in order to gain access to Arsenal Gear and to acquire a disc that contained information on the true identities of the Patriots’s Wisemen's Committee. Once aboard Arsenal Gear, Snake gave Raiden Olga's H.F. Blade, and despite not being "a big fan of blades," he instructed Raiden on how to use it. He and Raiden then fought their way through an army of Arsenal Tengu soldiers. They were both eventually split up from one another, with Snake being captured by Fortune and brought to the top of Arsenal.

Atop Arsenal, Ocelot revealed his true colors to Solidus, Fortune, Snake and Raiden. But before he could kill them, Ocelot's right arm began to twitch, and Liquid Snake possessed him once more, revealing that he had leaked the information about Arsenal Gear to lure Snake out to the Big Shell so that Snake could "free him [Liquid]." Liquid (in Ocelot's body) then set off in RAY to kill the Patriots via his host, with Snake in pursuit. Although Snake failed to stop RAY, he placed a tracker on the Metal Gear and explained later to Raiden that his plan was for him to find the Patriots by deciphering the source code of Emma's worm cluster, admitting that the disc they gave Raiden was a decoy. He also declined Raiden's request to help Snake in Philanthropy and save Olga's child, as he suspected that even after the S3 Plan was complete, the Patriots would still monitor Raiden's vital signs and thus place Sunny in further danger of being killed should he try to help, and also hinted that Rosemary did indeed exist and that he should maintain his relationship to her before joining. He then slipped away unnoticed to Otacon's car and left, being long gone by the time Raiden remembered about Snake. However, the data recovered from Arsenal showed that all 12 members had been dead for over a hundred years, and Philanthropy had lost their only lead. However, Snake eventually deduced that the information was a fake lead (or as he put it, five years later, "a load of crap").

After the Big Shell Incident, Snake's Werner syndrome-like symptoms gradually grew worse. His body began to age rapidly, with no doctors being able to diagnose the cause. In addition, in 2011, although Snake had earlier promised Raiden that he would rescue Sunny from the Patriots, he wasn't able to get that chance and ended up receiving Sunny via Raiden (albeit covertly on the latter's part). By 2014, Otacon and the various doctors who treated Snake estimated that his remaining life span would be a year at best.

Sometime prior to 2014, the Pentagon declassified documents relating to Big Boss's exploits during the 1960s, which evidently contributed greatly to his legend to the populace, and his CQC was also being taught in the military. Otacon initially believed that Snake lifted his self imposed ban to show them how it's really done but Snake corrected him and said his body just simply reacts with the "real deal" when he sees their "cookie cutter imitation" coming at him and adopted the use of a stun knife.

It was not until 2014 that Snake, now occasionally referred to as Old Snake, resurfaced for a final time. Liquid Ocelot (a fusion of Liquid Snake and Revolver Ocelot) was the leader of a new Outer Heaven, this time acting as a single mother company to five of the largest PMCs on the planet. With PMCs now taking over the world's armies in terms of firepower, Liquid was finally on the verge of world domination. With the world once again in crisis, Snake was dispatched to the Middle East as a personal favor to Campbell to assassinate Liquid. In addition, he was to meet up with a PMC investigation group, and was also given the cover job of inspecting PMCs.

Snake successfully made it to the PMC base that Liquid was using as his headquarters by disguising himself as a militia instructor for the militia in the region fighting off the Praying Mantis PMC, although he briefly lost the disguise after an ambush by several Gekko units, escaping with the use of his new OctoCamo suit. Snake once again met Meryl, who was now in command of the CID unit Rat Patrol Team 01. He also briefly witnessed the Beauty and the Beast unit when they wiped out a Middle Eastern militia platoon. However, he failed to assassinate Liquid in time due to the latter's sudden deactivation of the Sons of the Patriots system, which resulted in all the soldiers in the vicinity to experience mass convulsions from the sudden release of emotions, including Snake himself, although he was affected to a lesser degree. SOP was run by the Patriots with the purpose of monitoring and controlling every soldier engaged in combat action. Liquid's plan was to remove the system altogether, though his initial attempt had unforeseen consequences, when it caused the PMC's Middle Eastern base to descend into chaos (although the chaos unknowingly saved him from Snake's mission to kill him).

Later, Otacon received a message from Naomi Hunter, who had been there in the Middle East to save Snake when the SOP System went haywire. The message contained a distress call as well as an encrypted map of Liquid's South American base in Soliton Radar format (a sign from Naomi that it was truly from her), the location of which Olga's daughter Sunny was able to trace. In addition, he was able to arrive at Liquid's base, located in a mountainous region (implied to be the Andes) surrounded by forests, by landing at the El Dorado International Airport with the cover job of a UN inspector as well as gaining a 4x4 vehicle, driving it as close to the security perimeter as he could before sneaking into the region, due to Roy Campbell's influence. Although Snake initially was to meet up with a rebel group to aid him in getting into Liquid Ocelot's primary base, the Vista Mansion, he was forced to change plans after Laughing Octopus murdered some rebel soldiers and spared one under the condition that he not forget "his" face (Laughing Octopus having disguised herself as Old Snake via FaceCamo at that time).

Snake made it to the base where Naomi was held, and she gave him a thorough medical examination. It was during this that Snake discovered the harsh truth: his aging was not part of any external source, but the way he was designed as a clone, and also that the FOXDIE that Naomi injected him with almost a decade earlier will finally claim his life within six months. This was because the FOXDIE was also starting to mutate due to Snake's rapid aging, and would eventually lose its ability to kill by specific DNA patterns and indiscriminately infect anyone and everyone, effectively turning Snake into a walking biological weapon who could cause the deaths of millions. Because of this, he asked if killing himself would have any impact on stopping FOXDIE. Naomi confirmed this, stating that FOXDIE will also die with its host. Snake also learned from Naomi that he had a new FOXDIE strand that was injected into him recently, and immediately deduced that Drebin 893 was the one who injected it into him.

After defeating Laughing Octopus of the Beauty and the Beast Unit, as well as procuring her FaceCamo, Snake escaped with Naomi with the help of Drebin 893, a "gun launderer" he had met in the Middle East. They also picked up Raiden, who was now a Cyborg Ninja. He also learned from Naomi that, despite what he and anyone else believed earlier, Solid Snake was neither a perfect clone of Big Boss nor was he genetically identical to Liquid Snake, which also explained why the previous FOXDIE virus was not able to kill him earlier.

Raiden explained that he was acting under the orders of Big Mama, the leader of a small resistance group in Eastern Europe. He then disguised himself as a civilian in Eastern Europe, also putting his FaceCamo to good use by giving himself a younger look, and was tasked to meet up with a contact that Campbell supplied. However, Raven Sword anticipated this move and made sure to blacklist him if he carried the same nanomachines, which nearly resulted in his cover being blown before his contact, Meryl, managed to get him through. However, Snake and Meryl ended up getting into an argument regarding Liquid's threat level, as well as some of Snake's decisions. Snake, stalking a member of the resistance group, Paradise Lost, eventually found Big Mama, discovering she was the former Chinese spy who Big Boss had known, back when his codename was Naked Snake, as EVA. Due to her ties with Big Boss, she was able to explain most of the Patriots' history to him. She also revealed that she had Big Boss's body in her possession. After escaping an onslaught of Haven Troopers and defeating a second BB Corps member, Raging Raven, Snake found Liquid, who was in the midst of implementing the now perfected version of his plan. Taking control of the SOP system, Liquid used his now unbeatable army to kill every last soldier there, including Big Mama, save for Old Snake and the members of Rat Patrol. Luckily, in the chaos, Otacon was able to stow the Mk. II away with Naomi (who had returned to Liquid), and discovered Liquid's plan: to destroy JD and use GW to take over the Patriots AI system. As a result of the chaos in the final legs of the mission, he also received severe burns to the left side of his face.

Knowing Liquid was planning to do this by using the only non-Patriot controlled weapon in existence - the rail gun from Metal Gear REX - Snake followed Liquid back to Shadow Moses Island. There Snake managed to defeat Vamp, BB Corps member Crying Wolf, and a Metal Gear RAY piloted by Liquid, with Snake himself piloting REX against the latter. However, he was unable to kill Liquid or stop him from stealing the rail gun in time, a prize which Liquid quickly equipped to his own recreation of Arsenal Gear, Outer Haven. Snake, Meryl and Rat Patrol team member Johnny "Akiba" Sasaki infiltrated Outer Haven from the USS Missouri, where Snake defeated the last of the BB members, Screaming Mantis, as well as finally destroying GW, the Patriots' former AI which Liquid had managed to reassemble. Unbeknownst to Snake, the FOXALIVE worm cluster that he had uploaded to GW, spread to JD and the rest of the Patriots' AIs. Atop Outer Haven, Liquid revealed to Snake that he had wanted him to succeed in uploading the worm, and thus eliminate the Patriots' control, though he was unaware that the societal collapse, which he anticipated would come about, had been averted. Snake faced his "brother" in hand-to-hand combat one last time, where it was revealed that Liquid Ocelot no longer possessed the right arm of Liquid Snake, but rather a cybernetic prosthetic instead. Snake ultimately defeated Liquid, with Ocelot's former personality temporarily reasserting control prior to his death. After performing his signature hand gesture and commenting, "You're pretty good," he passed away, having succumbed to the new FOXDIE virus within Snake's body.

Some time later, Snake prepared to commit suicide to prevent the spread of the mutant strain of FOXDIE. He sat in front of Big Boss's grave with his gun in his mouth, but ultimately was unable to end his own life. Big Boss then appeared, returning the Patriot to the grave of The Boss and explained the full history of the Patriots from his point of view, and euthanized the now-vegetative Zero himself. He also revealed to Snake that Revolver Ocelot was never truly possessed by Liquid, but had put himself through hypnotherapy and implanted himself with nanomachines in order to make himself "believe" that he was Liquid Snake. This was done to throw off the Patriots who, being a computer program, could only repeat the same processes and would send Snake in to take down Liquid if they thought he was alive. Big Boss also revealed that when Drebin injected Snake with modern nanomachines in order to make him compatible with SOP weaponry, he also injected him with a second strain of FOXDIE, which was programmed to kill Big Mama, Liquid Ocelot, and Big Boss himself, but also supplanted the original FOXDIE; thus, Snake was no longer in danger of becoming a biological weapon. Succumbing to illness from exposure to the new FOXDIE strain, Big Boss finally made his peace with Snake and urged him to live out the rest of his days "not as a snake, but as a man." Determined to fulfill this notion, Snake decided to quit smoking and retreated with Otacon and Sunny, this time for good, to live out the remainder of his life in peace, resolving to live long enough to see what the future held for the new world he helped to create.

Statistics

Key: Pre-Nanomachines | Post-Nanomachines

Tier: 9-A physically, 8-B with Strongest Weapons | 8-C physically, 8-B with Strongest Weapons, higher with Oil Drum

Name: David (Hayter could potentially be his last name if his name is meant to be the same as the voice actor's), Iroquois Pliskin (His fake name used in Metal Gear Solid 2), Solid Snake (Codename), Old Snake (Codename in Metal Gear Solid 4: Guns of the Patriots)

Origin: Metal Gear

Sex: Male

Age: 23 in Metal Gear, 27 in Metal Gear 2: Solid Snake, 33 in Metal Gear Solid, 35 to 37 in Metal Gear Solid 2, 42 in Metal Gear Solid 4

Classification: Legendary Mercenary, Legendary Hero, The Man Who Makes the Impossible Possible

Dimensionality: 3-D

Attack Potency: Room level physically (Could harm and defeat Gray Fox in hand to hand combat. Destroyed a wall in 3 punches, broke down a door, on two occassions, can take down attack dogs and can kill fully armed soldiers in 3 punches), City Block level with Strongest Weapons (His strongest weapons shoudn't be any weaker then older minigun turrets which could harm Metal Gear Sahelanthropus, which can no-sell large falls which results in this level of energy. His weapons could take down a fully armored tank, and a helicoper. His weapons could take down TX-55 Metal Gear and Metal Gear D, large bi-pedal units with the power of nuclear weaponry that should be comparable to Metal Gear Sahelanthropus. The destruction of Metal Gear is this powerful) | Building level physically (Snake was specifcally made to be the most powerful soldier possible through being a clone of Big Boss and is strengthened from nanomachines. Due to this and him fighting cybernetically enhanced beings that are viewed as virtually superhuman, he should be at least comparable to Venom Snake who can tank an explosion of a tank, which was calculated at this. Can fight and harm Gray Fox. Can fight Next Generation Special Forces, who have been strengthened through gene theraphy) City Block level with Strongest Weapons (Could partially harm Metal Gear REX with his strongest weapons), higher with Oil Drum (The drum can be used to override Laughing Octopus' rolling attack and bullet deflecting. Can knock a Gekko over, which can normally one-shot Snake)

Durability: Room level (Tanked the destruction of Metal Gear D, from a distance, which even the distant explosion burned all of his equipment and destroyed the room he was in (See note). Survived a long fall of several floors with no damage), higher with "Silent Partner Special" & Bucket (The Silent Partner Special is bulletproof and the bucket is completely immune to gun fire) | Building level, higher with Body Armor (Body Armor is designed to prevent bullets from penetrating one's skin but one can still feel the impact of the bullet)

Striking Strength: Room Class | Building Class

Lifting Strength: At least Class 100 (Is a clone of Big Boss, which should give him comparable lifting strength to him, who halted the cocoon, which is a tank this large) | At least Class 100 (Was able to pull himself out of a car where he and Meryl were originally trapped)

Travel Speed: Superhuman (Escaped the destruction of Outer Heaven in under 30 seconds) | Superhuman

Combat Speed: Supersonic, possibly Relativistic | Relativistic+ (Can tag Revolver Ocelot who could react to a free electron laser from Metal Gear REX which got calculated at this)

Reaction Speed: Supersonic (Has consistently avoided bullets, can avoid missiles), possibly Relativistic (Can avoid the lasers out of camera) | Relativistic+ (Casually avoided tank fire from Vulcin Raven's tank. Avoided a shot that no one's ever dodged before)

Stamina: Peak Human (Single-handedly went through an entire base with constant enemy attacks and tight security without tiring) | Superhuman (Snake has different types of nanomachines that will replenish the supply of adrenaline, nutrition, and sugar in his bloodstream. Snake is also injected with benzedrine, that'll keep him alert and responsive for twelve straight hours. Was able to fight and defeat Sniper Wolf even after being shot. In order to keep Meryl alive Snake needed to withstand consistent torture for hours straight, and after escaping he was still capable of fighting bosses and enemies fine)

Range: Standard Melee Range physically, Extended Melee Range with knives, Tens of Meters with Standard Explosives, Hundreds of Meters with Standard Firearms, Kilometers with Advanced Firearms (The stinger missile can attack enemies as long as they're on radar)

Intelligence: At least Genius (As a full on newbie rookie Snake infiltrated the entire base "Outer Heaven" filled with trained soldiers and combat experts, while he unknowningly went into a base run by his own boss running the mission who purposefully put a rookie on this mission just cause he thought Snake would fail, purposefully sabotaging his mission and giving away Snake's position during this mission, yet Snake still managed to infiltrate this base. Big Boss is also known as "the Greatest Warrior of the 20th Century". Snake is a member of FOXHOUND, which is known as the world's most advanced black ops unit. In a battle where he dealt with an opponent far faster then him, he used their speed against them. Defeated the Four Horsemen, who specialize in confined spaces and are a top-secret assassination squad who get their orders directly from the president. Defeated Jungle Evil in his own habitat, where he is the undisputed master of jungle ambushes. Defeated one of the last surviving members of the Whispers, a legendary guerilla unit, Night Fright, where in the fight he needed to use his ear, meaning his hearing is good enough to where he can gather enough information about his opponent's movements to be able to fight him, and he's smart enough to know how to coordinate his attacks and interpret the sound information into his spatial reasoning. Along with this he can avoid bullets from Night Fright, when he wields a completely silent gun. It's also noted that no one has ever seen Night Fright's face, meaning Snake is the only soldier that survived combat with him. Defeated Gray Fox in hand to hand combat. Fought off dozens of guards while waiting for his rescue copter. Snake is skilled with using objects such as cardboard boxes to stay completely hidden from enemies. It's described by Liquid Snake posing as Master Miller that Snake is "getting the maximum use out of ordinary on hand objects". Snake notes the way one uses a cardboard box hinges on the very sucess of a mission. Injected with nootropics, a class of drugs that improve mental functioning, effectively making him smarter. Can outskill Next Generation Special Forces who are all geniuses with an IQ over 180, and carry the genes of Big Boss. Comparable to Liquid Snake who has an IQ of 180. From a single glance, he could tell that Meryl was a rookie. Defeated Revolver Ocelot, in a gun duel. Fought a fully armored tank with just grenades on foot, which was considered impossible by an active-duty Army officer to be completely impossible for a single infantryman to do. Vulcan Raven notes to Liquid Snake to not underestimate Snake and describes Snake as if he is possessed by a demon in battle. Snake is so skilled in CQC to the point that Gray Fox views using his weapon as useless in comparisson to facing Snake in hand to hand combat. Snake's DNA was seen as a necessity to fix the Genome Soldier's mutations. Fought many armed soldiers while climbing up a several dozen flights of stairs. Can single-handedly take down a Hind. Could take out 4 people inside of a small elevator who were all invisible and armed. Fought Sniper Wolf in a sniper battle through a blizzard storm. Could stealth against Vulcan Raven for a majority of his boss fight and place around secret mine locations to defeat him. Defeated Liquid Snake in a one on one hand to hand duel. Snuck around hundreds of armed and trained soldiers. Snake pulled off all of these feats without using his close quarters combat experience due to never feeling right using a technique taught to him by a man who betrayed his unit. Considers the CQC that soldiers use a pale/cookie cutter imitation, to the point that his body reacts naturally to it. Went from being skill-stomped by Ocelot to being able to contend with him and eventually defeat him. Snake is fluent in six different languages)


Powers and Abilities

Superhuman Physical Characteristics, Genius Intelligence, Weapon Mastery (Is a master of various different firearms and hand weapons, capable of fighting using just grenades to take down a tank), Stealth Mastery (Snake's mission during the events of Metal Gear, is to infiltrate Outer Haven without getting caught. Could quietly go through an entire forest segment, following a guy, without getting caught. Can use objects like a cardboard box to stay completely hidden to enemies, to where they can walk into the box and damage him without noticing Snake), Accelerated Development (Battle; Physical Statistics and Skill. Every time Snake defeats a boss his skill and health increases), Enhanced Senses (Defeated one of the last surviving members of the Whispers, a legendary guerilla unit, Night Fright, where in the fight he needed to use his ear, meaning his hearing is good enough to where he can gather enough information about his opponent's movements to be able to fight him, and he's smart enough to know how to coordinate his attacks and interpret the sound information into his spatial reasoning. Along with this he can avoid bullets from Night Fright, when he wields a completely silent gun), Save and Load (In the Metal Gear series it is consistently shown that saving is a canon mechanic which Snake and co. acknowledge. Metal Gear is an extremely meta verse, with Psycho Mantis being capable of reading what games you've played in your memory card and acknowledging that you have saved. Snake acknowledging a bandana gives him infinite ammo, is aware of the back of the CD case, is aware when the music stops playing. A canon strategy for the Psycho Mantis fight, stated by the Colonel himself, is to plug the controller port into port 2. Revolver Ocelot is aware of one who uses the turbo controls), Resistance to Fire Manipulation (Could throw all of his equipment off of him while on fire), Electricity (Ran through eletrical surges), Gas Manipulation (Can walk in rooms with extremely toxic gases that drain his oxygen for long amounts of time)
Explosion Manipulation (With mines and plastic bombs, both cause large explosions that open wall ways for Snake), Homing Attack (With remote controlled missiles, homes in on a target), Enhanced Senses (Can view heat sources or infrared patterns with IR goggles. With Night Vision goggles), Aquatic Breathing (With an oxygen tank, can breathe indefinetely underwater), Radar Sensing (With an anti-personnel sensor, creates a map on Snake's radar that shows him the white dot of the enemies and the red dot, being his current location. With Mine Detector, locates enemy landmines), Healing (With rations, restores Snake's health), Purification (With the antidote, cures poisons and diseases), Resistance to Poison Manipulation (With the gas mask, allows Snake to walk into poison rooms), Explosion Manipulation (With bomb blast suit, an explosive-proof suit), Air Manipulation (With bomb blast suit, allows him to travel through strong winds), Gliding (With Hang Glider, can glide down areas), Bulletproof (The "Silent Partner Special" is a bullet proof vest that halves damage. The metal bucket is completely bulletproof to gunfire),

All previous powers and abilities, Acrobatics (Snake is heavily acrobatic and agile, being capable of doing mid air backflips), Enhanced Stealth Mastery (Can sneak around the entirety of Shadow Moses without getting caught, where the genome soldiers have a highly developed senses of hearing and vision due to their gene theraphy. Snuck around hundreds of armed and trained soldiers), Sheer Will (In order to keep Meryl alive Snake needed to withstand consistent torture for hours straight. Snake's body is aging rapidly, Naomi mentions no other person would be capable of standing yet Snake is due to his sheer will. Could move in a room full of microwave radiation and extreme heat and pass through it with sheer will alone. Even when his health reaches 0, Snake will continue to move from sheer will), Social Influencing (Meryl fell in love with Snake, even though she was given psychotheraphy to destroy her interest in men), Instinctive Reaction (His body reacts instinctively when seeing someone use close quarters combat), Nanotechnology (Is infused with nanomachines in his system), Accelerated Development (Went from being skill-stomped by Ocelot to being able to contend with him), Self-Sustenance (Type 2. Snake has different types of nanomachines that will replenish the supply of adrenaline, nutrition, and sugar in his bloodstream), Regeneration & Healing (Low. Regenerated from the wounds dealt during the torture sequence where he must consistently heal to survive), Technology Manipulation (The nanomachines in Snake will also keep his codec's batteries charged up), Limited Disease Manipulation (Is injected with FOXdie, which targets specific people and gives them heart attacks), Resistance to Pain (The nanomachines in his system can increase the pain killers in his system to make him feel less pain. Was able to fight Sniper Wolf even after being shot), Extreme Colds (Injected with a combination of nanomachines and anti-freezing peptide so that his blood and other bodily fluids don't freeze even at sub-artic temperatures), Durability Negation, Matter Manipulation, Quantum Manipulation, and Vibration Manipulation (Can take hits from Gray Fox's HF blade, which can vibrate extremely fast, allowing them to disrupt atoms with ease by shrinking their electron clouds. HF weapons can also cause changes to their edges particles at a quantum level, as well as cause quantum decoherence in the plank scale), Mind Manipulation (Unaffected by Psycho Mantis' mind control tune, Psycho Mantis is capable of affecting The Player in the real world along with being capable of telling what games they've played and acknowledging that they have saved), Telepathy (Through The Player plugging the controller port into port 2, Psycho Mantis can't read Snake's mind), Precognition (Types 2 & 3. Can fight Vamp, who can read the muscle movements of his enemies to avoid their attacks. Snake's future cannot be read by Psycho Mantis), Status Effect Inducement (Unaffected by stun grenades), Sleep Manipulation (Unaffected by the sleep gas satchel), Madness Manipulation & Empathic Manipulation (Type 1. Unaffected by the different smoke grenade variants), Radiation Manipulation & Heat Manipulation (Could move in a room full of microwave radiation and extreme heat and pass through it with sheer will alone)

Camouflage & Light Manipulation (With the stealth camoflauge, allows one to appear basically invisible through using the light reflection system. With Octocamo, a form of smart camouflage that could, within moments of coming into contact with almost any surface, replicate both its pattern and texture. It applied thermal technology to regulate the temperature of the disguised subject to better blend with the surrounding environment and to evade thermal imaging. Multiple surfaces could be mimicked at the same time, and preset camouflage patterns stored for later use), Enhanced Senses (With thermal goggles, can see trap doors, infrared beams, which Snake can't see with the naked eye. Can view invisible beings with them. With Anti-personnel Sensor, it measures the electromagnetic field and heartbeat of life forms and converts the data into vibrations, thus it will vibrate the closer an enemy draws), Sleep Manipulation (With tranquilizer gun, the chemical takes place in a few seconds and last for hours, and can take down elephants), Healing (With rations, if equipped in advance they will automatically heal Snake when he takes damage), Unlimited Ammo (With the bandana, Snake gains infinite ammo), Homing Attack (Stinger Missiles are equipped with a thermal homing device so once they locked on to a target they'll automatically pursue), Technology Manipulation (With Chaff Grenades, disables electronics, along with being able to cause weapons such as missiles to instantly explode once shot out), Bulletproof (With the Oil Drum, Snake's completely bulletproof while rolling around]), Enhaned Radar Sensing (The Soliton Radar System shows Snake as a the bright dot and the enemies as a red dot, along with showing their field of vision with the blue cone), Light Manipulation (With Solar Gun, fires bolts of light for minor stamina drain, fully charging the gun, however, will release a blast that will instantly knock out any opponent and send them flying back a large distance), Status Effect Inducement (Snake's stun grenades can instantly render someone unconcious. With stun knife, a single stab renders the user unconcious. With yellow smoke grenade, renders the user instantly unconcious), Electromagnetic Manipulation (With rail gun, fires a charged electromagnetic pusle at enemies), Fire Manipulation (With petro bomb, and wp grenade, sets enemies on fire upon explosion]), Smoke Manipulation (With smoke grenade, creates a massive cloud of smoke that disorients the enemy and allows Snake to get away), Madness Manipulation (Type 1. With red smoke grenade, induces a feeling of rage in any individual who inhales it, causing affected persons to yell in anger constantly, and will try to exit cover and charge at the enemy during combat, eventually, affected persons will fall unconscious. With green smoke grenade, releases a green smoke that, when inhaled, induces the urge to scream and run from place to place, the affected persons will ignore Snake, but will fall unconscious after a while), Empathic Manipulation (With blue smoke grenade, releases a blue smoke that induces the urge to cry in any individual who inhales it, the affected persons will ignore Snake and after a while, they will fall into unconsciousness), Resistance Negation (The smoke can affect people equipped with nanomachines, which surpresses all urgers, trauma, emotions, etcetera), Sleep Manipulation (With sleep gas satchel, sleep gas dispersal device fitted with a remote detonator, and is a non-lethal alternative to C4. Lacking the jumping mechanism of the sleep gas mine, it instead possesses a suction device that enables it to be affixed to walls as well as the ground. It can also be placed onto enemy soldiers), Telekinesis (With the screaming mantis doll, can control the users nanomachines to contort their body around and control them freely), Electricity Manipulation (With Metal Gear MK. II, induces an electric shock with it's whiplashes that knocks the opponent out), Resistance to Extreme Colds (His suit represents the latest advances in poly thermal technology, allowing him to swim in sub-zero water. Snake's sneaking suit is designed to prevent hypothermia), Light Manipulation (Dwarf Gekko's infrared beams cannot see through Snake's box or drum)


Standard Equipment

*AK-102: An improved, modernized model of the AK-74 firing the NATO-standard 5.56x45mm round. The basic design of the original has been tweaked with new materials, a folding stock, and a modified barrel length. After the collapse of the Soviet Union, AK-series weapons of all calibers were produced for export to the West. The AK-102 is the short-barrel version of the 5.56x45mm model, the AK-101. Its plastic magazine holds 30 rounds. The most basic of weapons with ample stopping and penetrative power. It is obtained during, or after Act 1 Opening. The AK-102 can also be obtained from fallen Middle Eastern militiamen.

  • AN94: The Nikonov AN94 Abakan was designed as a replacement for the AK-74M, but due to its cost and complexity, has only been issued to special forces units. It fires the 5.45x39mm round. This rifle is unique in the world of assault rifles due to its unconventional operation; in addition to semi-automatic and fully-automatic firing, its burst-fire setting fires two rounds in rapid succession, instead of a three-round burst. The two-round burst achieves an amazingly high rate of fire, at nearly 1800 rounds per minute, or nearly 30 rounds per second. This basically means that when the first bullet has left the muzzle, the second is close behind, and the pair will impact near exactly the same place on the target, which is very useful in defeating body armor. The rifle can also fit the GP30 grenade launcher, further increasing its combat effectiveness. Can be purchased from Drebin for 5,000 DP, or can be procured from a south-east shack in Act 2's Cove Valley Village. Unfortunately, the weapon's iron sights and lack of any optical attachments limit its effectiveness at range, even with the two-round burst. The AK-102 would be a better weapon to choose than the AN-94 (unless if you are trying to collect all the in-game weapons).
  • Anti-Aircraft Missile (FIM-92 Stinger): A man-portable surface-to-air missile launcher that is used in the battle against the Hind D. The targeting sight can be manually positioned within range of the radar . The user must remain stationary while firing. After launching, the sight automatically re-positions itself to the center of the radar.
  • Bizon: A new Russian made submachine gun distinguished by its high capacity helical magazine. Developed according to specifications provided by the Interior Ministry (MVD), its design is based on the AK-74, and two thirds of its parts remain interchangeable with the AK-74. It operates exactly like the AK—anyone used to handling that popular weapon will find this gun extremely easy to wield. Its magazine holds sixty-four 9mm x 18 rounds in an unusual helical configuration. Has only moderate stopping power, but its large magazine capacity cuts down on reloads. There are no modifications available for this weapon. Can be purchased from Drebin for 7,000 DP.
  • Desert Eagle: Meryl Silverburgh's preferred weapon. She uses this .50AE caliber weapon against Snake when controlled by Psycho Mantis, also not attainable by Snake.
  • FAMAS: A fully automatic assault rifle with a fast 1000 rounds per minute rate of fire and holding 25 bullets per magazine. It is the standard weapon of the Genome Soldiers, and used by both Liquid Snake and Solid Snake. The FAMAS can be found in the Armory after the battle with Revolver Ocelot after acquiring a Level 2 security card, which is guarded by infra-red lasers. The last few rounds have extra strength, thus causing more damage. This weapon is best used in gunfights against alert enemies or bosses as this weapon is not suppressed. It is not available in Metal Gear Solid: Integral's "Very Easy Mode", since the player starts with an infinite MP5.
  • DSR-1: The DSR-1 is a bolt-action, bullpup sniper rifle. It features a free floating barrel, integrated bipod, and 5-round box magazine. It is chambered in a variety of calibers, including 7.62x51mm NATO, .300 Winchester Magnum (7.62x67mm), and .338 Lapua Magnum. The rifle in MGS4 is chambered in 7.62X67mm. It is extremely accurate and powerful, but it is a very loud weapon. The DSR-1 can be used with a detachable suppressor, however there is no suppressor available for it in MGS4. This is the sniper rifle used exclusively by the FROGS. There are no modifications available for this weapon, and it can be bought off Drebin for 20,000 DP. Snake also obtains one automatically at the end of Act 2 and it will be unlocked for free (however acquiring it before the end of act 2 will result in the weapon having to be unlocked by Drebin).
  • FAL Carbine: The FN FAL is a Belgian automatic rifle put into production in 1953 and is used by many NATO countries except the US. This rifle is used by Big Mama's troops in the European levels, but it is not available for purchase until the level afterward. It fires the 7.62x51mm round and has a 20 round magazine. This gun is slightly better that the G3A3 with a slightly faster reload and better stability. There are no modifications available for this weapon. Can only be acquired by purchasing from Drebin for 4,500 DP.
  • FGM-148 Javelin: A state of the art U.S. made radio-guided capability and anti-tank missile. After only a dozen or so years in deployment, the Javelin has already seen plenty of action in combat. Light and small enough to be man-portable, it is still capable of destroying most third-generation MBTs. Its flight course can be controlled by the user via a remote control or lock-on. Its massive destructive power is sufficient to bring down almost any enemy MBT and APC. Can be found in chapter 1 on top of a building behind the first tank buster. It can also be found next to the XM8 in Act 2. Or In Act 4 after the Mk3 Gekko chase scene in the back of the truck. There are no modifications available for this weapon.
  • FIM-92A Stinger: A man-portable surface-to-air missile with fire and forget capabilities. Equipped with dual IR and UV seekers. Originally developed for the U.S. Army, its use has spread to numerous countries and armies outside the U.S. Also known as The Stinger, it has proved its worth on numerous occasions in combat environments all across the world. A useful weapon for both anti-air and anti-ground attacks. There are no modifications available for this weapon. Note: The key difference between the Stinger and the Javelin is the missile's flight can be controlled by the player, whereas the Stinger uses a lock-on system to defeat enemies. This makes the Stinger a superior weapon when fighting air-based enemies. It can be found in Act 2, the power station, on one of the power structures outside or purchased from Drebin for about 100,000 DP.
  • Five-seveN: A semi-automatic pistol that uses 5.7 x 28 developed for the P90, a cartridge closer to a rifle than a handgun, but possessing less than two-thirds the recoil of a common 9mm Parabellum round. The Five-seveN boasts high penetration, due to the armor-piercing ammunition. The bullets tend to maintain a high velocity, providing relatively high stopping power against distant enemies. Carries a large 20 round magazine and has low recoil, making it easy to use. Also used by Snake when he infiltrated Galuade. Its excellent penetrative power makes it a useful weapon against enemies with heavy armor. Can be purchased from Drebin for 6,000 DP or dropped by FROGS. Good for penetrating helmets on higher difficulties due to its B-rank penetration parameter.
  • Handgun: A handgun, also known as a pistol, is a small firearm designed to be handheld, either in one hand or both.
  • G18C: The compensated version of the Glock 18 select-fire pistol. Originally designed for Austrian Counter Terror United EKOCobra, the G18C is available exclusively to military agencies. Its automatic rate of fire and small size make it inaccurate at a distance (although switching to semi automatic increases accuracy somewhat), but its sheer firepower is excellent in close quarters. Can be purchased from Drebin for 8,000 DP or dropped from certain rebels in Act 2 before the armored dozer breaks into the mansion grounds. It is also carried by certain dwarf gekko.
  • G3A3: The G3A3 is a selective fire, 7.62x51mm NATO battle rifle made by originally by Heckler & Koch, but has been licensed to various other manufacturers throughout the world. It is ubiquitous as the AK-47 on the modern battlefield. Its action is the basis of several weapons, including the HK21E, MP5, as well as the PSG-1 sniper rifle. It is very accurate in semi-automatic fire, but this diminishes when fired fully automatic. There are no modifications available for this weapon. Can be acquired from fallen Act 2 Resistance. Can also be bought from Drebin for 4,000 DP.
  • GSR: A 45-caliber combat pistol built by SIG Sauer. Among the many 1911 clones, this one is distinguished by its unique appearance (the slide contours having been shaped to make the gun appear more "SIG-like"). The slide and frame are CNC machined and the parts come from a variety of high-end manufacturers, which improves the gun's overall performance and makes it highly durable. A rail is integral to the frame, allowing the user to attach a tactical flashlight. Holds 8 rounds. While somewhat lacking in its rapid fire capability, its powerful rounds make up for this shortcoming. Used as a sidearm by most PMC soldiers, although the South American rebel soldiers in Act 2 are also known to use them. Can be purchased from Drebin for 3,000 DP or dropped by PMCs.
  • Grenade Launcher: Used to fire grenades, this weapon is used to defeat the Hind D on the roof of Building 1 in Outer Heaven, as well as the bulldozer in the sewers.
  • HK21E: A belt-fed general purpose machine gun. The basis of its operation is a roller locking mechanism; however, unlike most machine guns, it fires from a closed bolt. Comes equipped with a trigger group capable of semi-auto or 3-shot burst fire, and boasts a firing rate of 800 rounds per minute. The ammo box holds a 100-round 7.62mm x 51 rounds. A combat rifle with a large magazine and great stopping power. There are no modifications available for this weapon. Can be obtained by knocking out or putting to sleep one of the last guards in the militia's safe house at the beginning of Act 1, (the ones that are talking about obtaining a new weapon that they can fire) or can be purchased from Drebin for 6,000 DP.
  • M14 EBR: The M14 EBR (Enhanced Battle Rifle) is a selective fire sniper rifle developed from the M14 battle rifle. Chambered for 7.62x51mm NATO, it is used as a designated marksman rifle, and feature numerous modifications, including the removal of the wooden furniture in favor of an aluminum body, pistol grip, and a telescoping stock. Other modifications include numerous picatinny rails for mounting accessories, as well as a muzzle brake, which can fit a suppressor. A scope with 3X and 10X zoom is a standard feature in MGS4. The accessory list in MGS4 includes a laser sight, flashlight, and suppressor. The latter feature allows Snake to remain hidden while sniping, while the laser sight makes it a very effective over-the-shoulder weapon. The suppression of the muzzle report, selective fire, effective optical and laser sights, and the very powerful and plentiful 7.62x51mm NATO round combine to make this one of the most lethal weapons in MGS4. It can be found early in Act 1 after taking out a PMC sniper. Also can be bought from Drebin for 9,000 DP.
  • M4 Custom: A shortened carbine model of the M16. It is the mainstay of U.S. Special Forces, but its high performance has led to its adoption by elite units in numerous other countries as well. Uses 5.56mm ammo and carries a 30 round magazine. Its rail system makes it highly expandable with a variety of sights, grenade launchers, and other items. With a multitude of parts, this assault rifle can be used in virtually any situation. Drebin gives you the gun the first time you meet him.
  • M60E4: Since its introduction in the Vietnam War, the M60 has maintained its position as the primary general purpose machine gun of the U.S. Army. Having undergone numerous revisions over the years, this version is one of latest variations, primarily used by the Navy and Marines. With a variety of attachable accessories, including a dot sight and flashlight, the M60E4 has proved highly versatile in combat. Uses 7.62mm x 51 ammo. Holds 200 rounds per mag, the second highest under the Patriot. A machine gun that can be used for eliminating a close-knit group of enemies or precision shots against single targets. Can be bought from Drebin for about 10,000 DP, or procuring it from several Pieuvre Armement soldiers near the Holding Cell.
  • M82A2: A large anti-material rifle. Fires large-caliber .50 BMG (Browning Machine Gun), giving it the greatest power and range of any sniper rifle, excluding the Rail Gun. Equipped with a high efficiency muzzle brake, which reduces recoil enough for fairly simple control and relatively easy repeat fire. Its oversize box magazine holds 10 rounds. There are no modifications available for this weapon. It can instantly destroy a Gekko with ONE well-aimed shot to the head and is capable of killing average PMC's in one shot, regardless of where on the body the shot hits, making this the best ranged weapon. This rifle can also destroy helicopters and Humvees, and is capable of destroying Strykers in about 7-8 shots. Recommended by Hideo Kojima. Akiba is seen with this rifle in Act 5, one of the only times he is not using an XM8. He had gotten it from Drebin.[1] Can be purchased from Drebin for about 200,000 DP.
  • M870: The Remington 870 Modular Combat Shotgun is a pump-action shotgun extremely popular with governments, soldiers, and civilians alike, customized for close-range combat. Comes equipped with a tactical light on the forearm; also has a rail on the top of the receiver for attaching a scope. Its tube magazine holds 4 12-gauge shotgun shells. The most balanced shotgun in terms of weight, performance, and stability. Can be bought from Drebin for 30,000 DP or by procuring it from the Pieuvre Armement base in the Confinement Facility of South America.
  • M9: An American military M9 pistol modified to fire tranquilizer darts instead of lethal ammunition. The gun has to be cocked after each shot, since the slide locks. Therefore, it is not recommended for taking on multiple enemy soldiers. It comes equipped with a suppressor and a laser sight. It is moved around during the Plant chapter. Where it is found depends on what difficulty the game is on. It is only effective at close range due to the fact that the player doesn't aim through the iron sights (i.e. the first person view will hip-fire the weapon), unless they have a good eye for the laser sight's dot.
  • M10: A submachine gun model developed in the 1960s for use in covert operations. Its powerful .45 caliber ammo, open bolt firing, and firing rate of 1000+ rounds per minute combine to make it quite difficult to control in full auto mode, but also a potent ally in close range combat. Holds 30 rounds. Its true value can be found in point blank shooting. It can be purchased from Drebin for 3,000 DP or dropped from certain rebels in Act 2.
  • M1911 Custom: "The legendary custom handgun used by Naked Snake during Operation Snake Eater in 1964. Even after 50 years, this gun is still in prime condition. Its parts work together with watch-like precision, resulting in both unparalleled performance and remarkably easy handling. Uses 45 caliber ammo. Holds 7 rounds. Has an extremely high firing rate and high stopping power."
  • M61 Vulcan: A 20 mm High-Powered M61-Vulcan which is normally mounted on aircraft. However due to Vulcan Raven's supernatural strength, he is able to use it as his personal weapon and wield it with ease. Can shoot down Nikita missiles with ease.
  • M72A3: A disposable anti-tank rocket launcher developed to give infantry a light, easy to use weapon to engage against Tanks and other armored vehicles. The small diameter of its 82mm rockets makes it too weak to stand up to today's MBTs, but it has sufficient firepower to deal with light armored vehicles and soft skinned targets. It is often used in Anti-Personnel combat as a high powered grenade launcher. Even 50 years after its debut, the U.S. military continues to use the M72A3 to great effect in urban combat in the Iraq war. Its quick reload time makes it suitable for consecutive attacks. There are no modifications available for this weapon. Can be bought by Drebin for 40,000 DP, or procured during the South American mission in Solid Sun within the marketplace.
  • MGL-140: A man portable grenade launcher capable of repeat fire. Holds six 40mm grenades in a revolver style cylinder, providing a significant boost to the average infantryman's firepower. A rail system enables it to be fitted with accessories such as a flashlight or foregrip. The best weapon for eliminating multiple enemies simultaneously. Can be obtained after defeating Raging Raven. It shares ammo with the XM320 launcher, and they both can use the same grenade types. (WP, Smoke, etc.)
  • MK. 2 Pistol: Chambered in .22 Long Rifle, the Ruger Standard and its derivatives have been in production since 1949. The MK. 2 version was first manufactured in 1982. The series became notorious as assassination weapons because of their use by Mossad agents and the controversial book Hitman. Snake's Ruger is equipped with a built-in suppressor, and the bolt is locked in place while firing, making it almost completely silent. However, as a single shot weapon, it is unsuitable for rapid fire. Uses tranquilizer and emotion rounds. Because it is non-lethal, it is a valuable tool for covert infiltration and no-kill completions. Also includes a built-in laser sight for more accurate aiming without needing to use the iron sights. Obtained from the Metal Gear Mk. II. There are no modifications available for this weapon, but there is a wide variety of ammunition. Reloading while there is still a bullet in the chamber will cut down on reload time.
  • Mk. 17: A powerful, lightweight weapon developed for US Special Operations Command. The FN USA Mk. 17 SCAR is used by PMCs across the world. This highly versatile rifle holds 20 rounds in a magazine and boasts high stopping power. It can be found early on Praying Mantis PMCs in Act 1. It can also be found on the PMC Raven Sword enemies in Act 3. Snake can purchase this weapon from Drebin for 3,500 DP.
  • MK. 23: A large caliber combat pistol developed by Heckler & Koch at the behest of U.S. Special Operations Command for issue to Navy SEALs. The "Mk" designation indicates that the development was a Navy initiative. It has the .45 caliber size and 'cock and lock' design favored by U.S. soldiers, and comes with a high performance laser aiming module and specially developed suppressor. Holds 12 rounds. Highly effective and reliable, but large and heavy for a sidearm, causing US troops to nickname it "The World's Only Crew-Served Pistol". H&K later streamlined the Mk 23 into the smaller, lighter, more popular (and still available in .45ACP) USP. Nevertheless proved indispensable to Snake during his infiltration of Shadow Moses in 2005. Maintains its high stopping power from medium range and has a slightly larger magazine capacity than other weapons of the same caliber. It can be found underneath the truck, north of the helipad, or by the use of the password mekakorkkk.
  • Mk.46 MOD1: Created in response to the needs of special operations by modifying the M249 squad automatic weapon. Lighter than the original M249 and features a rail system that enables it to be outfitted with a variety of accessories, including a flashlight, and a dot sight (on the hand guard or the top of the receiver). Its belt fed 100-round 5.56mm allow for continuous suppressing fire. Its high magazine capacity plus light weight for a machine gun make it useful for taking on multiple enemies while on the move. Can be purchased from Drebin for about 9,000 DP.
  • Mosin-Nagant: The Mosin-Nagant is a highly specialized sniper rifle. However, this particular edition of the Mosin-Nagant fires non-lethal tranquilizer or emotion ammunition. The round is a modified 7.62X54mmR, and is fed from an integrated 5-round magazine. The rifle is bolt action and makes a large noise when fired, which makes the Mk.22 a better choice for taking down close targets. However, the gun seems to not attract attention when fired at a distance. The scope features a three-point reticule, and has 3X and 10X zoom. This is in fact the same rifle used by The End in Metal Gear Solid 3: Snake Eater, and has been modified with a pistol grip and folding stock in place of the standard furniture. This weapon is extremely useful in "no-kill" playthroughs. There are no modifications available for this weapon, but there is a wide variety of ammunition.
  • MP5SD: A silenced submachine gun with 30 rounds per magazine that reportedly can hold a maximum of 999 bullets but has unlimited ammunition. Mistaken as an assault rifle in the game description although it functions like one. An ideal general purpose weapon against the enemy forces in the game against Genome Soldiers and against some bosses, making it superior to the SOCOM. Note that this weapon is only available in Metal Gear Solid: Integral, which is only available in Japan in its PlayStation iteration and on the PC elsewhere, when selecting the (exclusive to Integral) Very Easy difficulty setting. It was also available on the PC demo of said version.
  • MP5SD2: One of the world's finest sub machine guns; employed by military and police forces across the globe, it has been proven critical to the success of countless special operations. This variant features an integrated suppressor and boasts both quiet fire and low recoil. As it fires from a closed bolt, the controllability is also superb. It uses medium powered 9x19mm ammo, and holds 30 rounds. There are no modifications available for this weapon. Can be purchased from Drebin for 15,000 DP.
  • MP7: A submachine gun developed by Heckler & Koch along the same concept as the P90. Uses newly developed 4.6mm x 30 ammo, similar to the P90s 5.7x28mm. The frame is extremely compact, but features a gas pressure short stroke piston firing mechanism, much like an assault rifle. Low recoil enhances control in full auto mode, but stopping power is also rather low. Its magazine holds 20 rounds, but it has good penetration, with low recoil helping accuracy. It can be purchased from Drebin for 3,000 DP or dropped from certain PMC soldiers.
  • Nikita: A remote controlled missile that travels at ground level with a low velocity. Snake uses it to ruin the control panel that is connected to the electrified floor that is preventing him from reaching Hal Emmerich's lab. It can be used in the second battle as an alternative weapon against Sniper Wolf so that Snake can attack from a safe location. The player can use the missile's own CCD camera to guide the missile from its view by looking in first person rather than the overview as well. Can be shot down by gun cameras.
  • P90: A small self-defense firearm developed by FN Herstal to provide an improvement in firepower and range over standard handguns to vehicle crews, rear support units and others whose primary missions do not involve carrying service rifles. Currently employed as a close range offensive weapon by many police and army special forces units, it uses newly developed 5.7mm x 28 ammo with high penetrating power. The plastic magazine holds a hefty 50 rounds. It is an easy to handle weapon with excellent penetrative power and low recoil, and it can be purchased from Drebin for 5,000 DP or dropped by FROGS. It can also be procured in the Garage area of Advent Palace in Act 1 after Rat Patrol 01 takes out three of the five FROGS in the area. The P90 is a truly versatile weapon that Snake can depend on throughout the entire game. It has a large magazine, is fairly accurate, accepts modifications, and has a high penetration power. This makes it extremely ideal for the motorcycle chase in Act 3, as it counts as a single-handed weapon and is extremely deadly when used with Auto Aim.
  • Patriot: A light carbine, and the primary weapon The Boss used against Naked Snake when he was dispatched to assassinate her after her defection to the Soviet Union. Few besides the "Mother of Special Forces" herself could even hope to wield it effectively. Basically, the Patriot is a modified M231 Firing Port Weapon with a shortened barrel and 100-round Beta C-Mag. Viewed from the front, the magazine forms the shape of an infinity symbol, and as such, has unlimited ammo. There are no modifications available for this weapon. It can be obtained with the password pkhhnwhsjt, or by achieving the Big Boss emblem. Because of its small size and bottomless magazine, it is ideal for the Motorcycle chase scene in Act 3 of MGS4.
  • PKM: An improved model of the PK general purpose machine gun adopted by the Soviet Army in 1961. Modifications include a simplified production process, lighter weight, and a collapsible shoulder rest for greater firing stability. Like the AK, it combines a rugged design with more than adequate performance. Exported in large quantities and licensed for production abroad, the PK can now be found in conflict zones all around the world. Uses 7.62mm x 54R rounds in a 100-round belt feed. Its good long-range penetrative power makes it useful for taking on groups of enemies in defensive situations. There are no modifications available for this weapon. Can be bought from Drebin for 9,000 DP or procured from the South American rebel soldiers.
  • PMM: A modernized version of the Makarov PM, the official sidearm of the Soviet army. The frame and magazine have been newly designed, and the magazine size has been expanded from 8 to 12 rounds. Additionally, the 9mm x 18 ammunition has been replaced by improved 9mm x 18 PMM rounds for higher muzzle velocity. An easy to handle gun with relatively low recoil. There are no modifications available for this weapon. Can be purchased from Drebin for 3,500 DP or dropped from the resistance fighter in Eastern Europe (He only takes it out if he sees Snake and tries to shoot Snake with it).
  • PSG-1: Semi-automatic sniper rifle holding 5 rounds per magazine and is a symbolic weapon of Sniper Wolf. It can also be used by Snake if a sniping approach is desired against Sniper Wolf and holds 5 rounds per magazine. The scoped view of the weapon tends to be unstable unless Diazepam is taken. Sniper Wolf's PSG-1 has a laser beam for targeting.
  • PSS: A silenced pistol that uses a special type of soundless ammo. The piston is located within the cartridge, trapping the firing gas inside. This makes the ammo virtually silent and eliminates the need for a suppressor. Although the PSS is amazingly quiet and easily concealed, it achieves its silence at the expense of performance, and the magazine size is a paltry 6 rounds, but this does not wear down its effectiveness at stealth missions. There are no modifications available for this weapon. Can be purchased from Drebin for 5,000 DP or dropped from some PMC and Dwarf Gekkos. Has moderate stopping power, but low recoil and excellent penetration counters that.
  • Race Car: A race gun is a customized pistol geared towards competition, frequently used in International Practical Shooting Confederation (IPSC) competitions. This one has been heavily modified for use in combat conditions for need of speed and accuracy. In order to maximize rapid fire performance, uses reduced charge ammo that provides just barely enough pressure to fire. Naturally, this also results in relatively low stopping power. Uses 9x23 (.38 Super) Winchester ammo. Holds 19 rounds. The Race Gun is based on a Strayer-Voigt Infinity 1911, a 1911 built for competition use. Easy to fire in rapid succession and deliver shots in a tight spread. Its bullets can ricochet off surfaces in a similar way to the Single Action Army. There are no modifications available for this weapon. Can be obtained by completing the game once on any difficulty.
  • Rail Gun: Has three levels of charge, and holds 50 rounds. Semi-auto fire, but usually it's worth charging up all the way, as it is most likely to be used on large targets, such as vehicles and bosses. When fully charged, it is the strongest weapon in the game. This is the same Lockheed RG-590 Experimental Aircraft Rail Cannon used by Fortune during the Big Shell Incident. It is obtained automatically by defeating Crying Wolf during Act 4.
  • Remote-Control Missile (M47 Dragon): A man-portable anti-tank missile. While the standard M47 Dragon missiles are wire-guided and have a maximum range of 1000-1500 meters, this version has been adapted for radio-guidance and use at short range, between 10-25 meters. A preferred weapon since the events of Operation Intrude N313, the radio-guided control system allows for manual adjustment of the missile's path after launch. However, like the Stinger, the user cannot move while firing this missile.
  • Rocket Launcher: A man-portable anti-tank rocket launcher that is used in the battles against Bloody Brad and Big Boss.
  • RPG-7: A man-portable, anti-tank weapon. First officially adopted by the Soviet Army in 1961, it can now be found in almost every combat zone worldwide. With a diameter of over 80 millimeters, its shaped explosive warheads are supremely effective, not only against armored targets, but personnel, as well. It is lightweight, simple in design, powerful, inexpensive, and easy to use, making it favored by an array of groups ranging from state armies to terrorists and insurgent groups. A good all round weapon for a variety of situations at mid to long range, with the exception of Anti-Air combat. There are no modifications available for this weapon. Can be bought from Drebin for 60,000 DP, or procured in Act 1 in various areas of the Middle East.
  • SA 1911 Operator: Springfield Armory's "Operator" version of the 1911 chambered in .45ACP. It is a finely-made example of an already excellent design, and was originally spec'ed with input from the FBI Hostage Rescue Team and other special law enforcement units. It has a laser sight integrated into the full-length guide rod, activated by a switch on the slide release. A flashlight can be attached to the rail system on the frame, and the muzzle can be fitted with a custom suppressor. Although somewhat difficult to fire in rapid succession, it possesses excellent close-range stopping power and impact force. Obtained from the Metal Gear Mk II.
  • SAIGA12: A newly developed automatic shotgun from General Mikhail Kalashnikov's IZHMASH factory based on the AK series design, fully proofed as a military-grade firearm. Detachable magazine-fed, gas-operated semiautomatic. The lightweight plastic box magazine holds 8 12-gauge shotshells. Boasts the largest magazine capacity and quickest fire rate of any shotgun. There are no modifications available for this weapon. Can be bought from Drebin for 40,000 DP.
  • Silencer: A suppressor or silencer is a muzzle that dampens the sound produced by a gun when fired. Equipping a firearm with a suppressor is vital to taking down enemies without alerting other nearby guards.
  • Single Action Army: The Single Action Army is a revolver used by Revolver Ocelot during his battle with Snake. It holds six .45 Colt (Large Caliber) rounds and is not attainable by Snake in Metal Gear Solid.
  • SOCOM: The MK23 SOCOM is a .45ACP caliber semi-automatic pistol that can be found in the back of a truck at the Helipad or inside of the Tank Hangar, it comes with a pre-attached laser aiming module. Since its debut in Metal Gear Solid, the SOCOM has become one of Solid Snake's signature weapons. It is the first gun available to the player and is ideal for carefully placed shots with the help of the laser aiming module. Later on in the game, a suppressor can be found in the room on the ground floor of the Tank Hangar after finding Donald Anderson.
  • Solar Gun: The Solar Gun fires bolts of light for minor stamina drain. Fully charging the gun, however, will release a blast that will instantly knock out any opponent and send them flying back a large distance. The Solar Gun cannot deal lethal damage and therefore cannot kill the enemy. There are no modifications available for this weapon. It is unlocked by obtaining all five collectible dolls in the game, awarded for defeating the FROGs in Act 1 and the B&B Corps Beast Forms non-lethally. Despite the fact that it can potentially be the most powerful non-lethal weapon in Snake's arsenal, it is limited by its unique ammunition: sunlight. The Solar Gun runs on a battery that can only be recharged while exposed to direct sunlight. While in the first two acts sunlight is plentiful, the next three acts take place in environments where there is little to no sun, limiting the number of times he can use the gun. Fortunately, a full energy meter is provided every act, so with careful management, the Solar Gun can be used effectively. However, there is a bug in the game that allows you to recharge anywhere there is a wall. To execute this trick, any handgun, the Solar Gun, and a wall are required. First, fire a round out of the handgun. Press up against a wall and reload the handgun. Before the animation completes, switch to the solar gun. The solar gun will instantly be recharged, even in the absence of sunlight. This trick can also be used to quickly reload any other firearm with notably long reload time, such as the Tanegshima. The Solar Gun is also a deceptively loud weapon, reducing its stealth potential. Even at medium distances, enemies can detect the firing noise and will enter Alert phase unless Snake is surrounded by other distractions or noise (when the Camo index turns blue). This limits the Solar Gun's application for players attempting a no-alert playthrough. The Solar Gun is highly effective on Vamp, being able to take him out in a single shot. The Solar Gun proves useful in non-lethally dispatching the powered suits during the escape sequence in Act 2. It is also effective in Act 3 in the motorcycle ride portion, where all enemy soldiers, similar to the motorcycle ride portion in MGS3, are all at minimal endurance levels of health and psych, and can be taken down in one uncharged shot each, but limited ammo requires disciplined firing.
  • Stinger Missile: A man-portable surface-to-air missile launcher that can take out targets that emit heat signatures it is primarily used in the battles against the Hind and Metal Gear REX. This can also be used to take out cameras since chaff grenades only provide protection momentarily against them. Mobility is lost when deployed.
  • SubMachine Gun: An American submachine pistol. Can be equipped with a suppressor.
  • SVD: The SVD is a purpose-built sniper rifle originally designed in the former Soviet Union. It fires the 7.62x54mmR round (more specifically, the steel-jacketed 7N1 round designed for sniping). It features a 10-round box magazine and the PSO-1 optical sight purportedly accurate to 1300m, which features a range finder based on the arbitrary average height of a human (1.7m, according to its designers), and attaches to the rifle by means of a quick-release. The SVD is unique amongst dedicated sniper rifles in that it has iron sights in addition to the PSO-1 scope; sniper rifles are typically only equipped with telescopic sights. The SVD featured in MGS3 and MGS4 are equipped with scopes that have the standard 3X and 10X zoom, whereas the real-world PSO-1 sight is set at 4X magnification. There are no modifications available for the SVD. Can be bought for 18,000 DP from Drebin, and is also procured at Cove Valley Village in Act 2.
  • Tanegashima: Tanegashima is an old colloquial term for any number of smooth-bore, matchlock muzzle -loading firearms introduced to Japan in the 1500s. This weapon is based heavily on an old arquebus. It is a very cumbersome weapon to use, as it is a single-shot muzzle-loader, which requires Snake to stand in place while he reloads. Uses lead balls as ammo (rarely given as gifts by rebels in Act 2, this ammo cannot be found anywhere else in the game other than buying from Drebin). It is dreadfully inaccurate due to the lack of rifling (strangely, this weapon is classified as a rifle in MGS4 despite being a smooth-bore weapon). Tanegashima is utterly useless in most contexts of MGS4, however it has one special property. It has a 1 in 3 chance that it will generate a whirlwind, killing every enemy in its path, as well as spilling hundreds of items across the battlefield (it has to hit a soldier for this to happen as items in the soldier's inventory are cloned many times for this to happen). Unfortunately, the whirlwind effect can only happen outside and only in the first two three (will not happen in Act 4 even though it's very windy outside). There are no modifications available for this weapon. It can be obtained from Drebin for 1,000,000 DPs. An easier way is to buy it on a Wednesday or Sunday according to the PS3's system clock (the player can also change their PS3's date so they don't have to wait until it's actually Wednesday or Sunday) to get 20% off. The best way, however, is to purchase it in Act 5 for only half the price (the Sunday/Wednesday 20% discount does not apply during Act 5). With this weapon and the bandana it is possible to easily farm Drebin points, ammo and items thus giving you nearly infinite Drebin points.
  • Thor .45-70: A single shot M1911. Fires heavy 500-grain .45-70 rounds at a velocity of 1500 ft/s(500m/s) -- equivalent to 2.5 times that of the 44 Magnum. Consequently, the Thor is unrivaled among the game's pistols in both power and recoil. Takes its name from the ancient Norse god of thunder. Despite being a handgun, it can take down most enemies in a single shot and possesses long range. There are no modifications available for this weapon. It is used by Liquid Ocelot at the end of Third Sun, as well as in Metal Gear Online.
  • Twin Barrel: A double-barreled shotgun with both barrels sawed off. This custom model has been modified, making it much easier to carry. Combines the weight of a handgun with the power of a shotgun. There are no modifications available for this weapon.
  • Type 17: An automatic pistol manufactured by a militia based in Shanxi Province, China. A copy of the C96 pistol, which was imported in large numbers into China in the early 20th century during a war against Japan. Capable of full-auto fire, but the recoil generated by its .45 caliber ammo, lack of tactical reload function (magazine must be empty), and small 10 round magazine mean that only experienced soldiers can make effective use of this capability. Its high impact rounds and rapid fire are enough to drop an enemy almost instantly. Was used by EVA during Operation Snake Eater in 1964. There are no modifications available for this weapon.
  • USP: While available in many calibers, it is found in-game as a 9mm. Developed around the same time as the SOCOM (and often thought of as a compact version of it, but it isn't as there are certain features that were removed and the barrel is much shorter on all models). Although, for Metal Gear Solid 2, they both sound the same. The SOCOM is a .45 caliber AND mainly for military purpose, while the USP is chambered in 9mm, .40 caliber and .45 caliber and is the more common choice of law enforcement and civilians), the USP (Universal Self-loading Pistol) was designed to be a simpler, easier to maintain pistol for military and law enforcement forces. Used by and obtained from Olga Gurlukovich in the Tanker chapter. It is equipped with a flashlight that Solid Snake can use to dazzle opponents in the hold (at close range; when they're farther away, it just gives away Snake's position). In Metal Gear Solid 2: Substance, a suppressor can be found for it if the player has already beaten the Tanker chapter at least once. The USP is used by Snake in Metal Gear Solid 2.
  • VSS: The VSS Vintorez is a specialized, sound-suppressed sniping weapon created in the late 1980s. It uses the 9X39mm subsonic round from the Soviet AS assault rifle, which the VSS itself is based on. The VSS is a selective fire weapon, although it is typically fired in semi-automatic mode when using the 10-round box magazine. It features an integral suppressor, which like the MP5SD2, does not need replacing, and operates on a similar principle as well. Once again, the weapon features the 3X and 10X zoom found on all MGS4 sniper rifles. Although its short range limits its use as a fully dedicated sniper rifle, its silence and superb penetration makes it ideal for taking down Gekko at close range. After stealthily disabling one of its legs with tranquilizer rounds, Snake can close in on helpless Gekko and carefully finish it off. There are no modifications available for the VSS. Can only be procured in Act 2 in the left side of the Confinement Facility (where there is no war).
  • Vz.83: A small submachine gun developed as a self-defense weapon in Czechoslovakia during the Cold War. A rate reducer is installed inside the frame, keeping the firing rate down despite the light bolt weight allowing for greater control in full-auto mode. There are a number of ammo variations in Vz. series: this version uses 9mm Makarov rounds (9x18mm). Holds 20 rounds. Its standard laser sight enables easy on the fly aiming. There are no modifications available for this weapon. It can be obtained from Big Mama during Act 3. Also known as the "Skorpion."
  • XM25: The XM25 Punisher is a newly-developed man portable grenade launcher that fires 25mm air burst grenades. The flight distance between launch and detonation can be set to the user's preference. The grenades can provide an effective means of attacking targets hidden behind obstacles if set to detonate just as they reach the other side of the obstruction, making the XM25 ideally suited against enemies who use obstacles and the terrain to hide. Note: The XM25 is the only heavy weapon in the game that can be used during the motorcycle chase sequence. The XM25 was developed from the US Army's cancelled OICW program, having originally been designed as the M29 5.56mm rifle/40mm grenade launcher hybrid. The new simplified design fires a new lighter, more effective 25mm programmable airburst grenade. The XM25's nickname, "the Punisher", was bestowed by US soldiers who fielded the first 5 test units in Afghanistan in 2010.
  • XM8: A rifle that was originally designed to replace the M4/M4A1 carbines and M16 service rifles. It was intended to be the US Army's standard issue firearm. However, the project was abandoned. In Metal Gear Solid 4, the soldiers that attack Liquid's boat on the Volta river are carrying XM8s. Meryl's team, Rat Patrol 01 also uses these rifles. The XM8 has an integrated dot sight. It can be picked up right after you meet Drebin for the second time. Head for the left path instead of the right one and find it underneath a collapsed mine shaft entrance. Enemies that carry an XM8 will be a Baseline Carbine version of it, while Rat Patrol Team 01 wield different versions of the weapon system, including the Sharpshooter and sub-compact variants. Johnny is frequently seen carrying the XM8, though he never fires it, Exept in one cutscene. Found underneath a shelter in South America near the power plant. It has an integrated wide-radius red-dot sight by default, but has exactly the same stats as the M4 Custom and only one underbarrel attachment point for an XM320 launcher, which puts it at a disadvantage against the M4 Custom in terms of flexibility and versatility.

*Chaff Grenade: Temporarily disables nearby electrical equipment such as security cameras. Also useful in boss battles where the enemy is mechanical (Raven's M1 Abrams Tank, Gray Fox, Metal Gear REX, etc.). It also has a double-edged sword effect by disabling Snake's radar as well upon explosion so it must be used with caution. Does not go into Alert mode when it explodes.

  • Gas Grenade (ABC M25A2): Normally used to control riots, these grenades emit CN1 gas upon exploding. They should not be used if the wind direction is against the user.
  • Grenade M67: Impact-detonating shrapnel grenade that explodes upon hitting any surface.
  • M34 White Phosphorus Grenade: An incendiary grenade. It's filled with white phosphorus, a substance that burns naturally on contact with air and reaches a temperature of 2700 degrees Celsius. Will not only knock an enemy off their feet upon exploding, but will continue to burn for a period of time afterward, inflicting damage on anyone nearby.
  • Petrol Bomb: A simple incendiary device put together from everyday objects. Long favored by resistance and guerrilla groups lacking proper equipment as well as traditional militaries when supplies run low. Although rudimentary in nature, its destructive power can rival that of conventional weaponry. Commonly known as Molotov cocktail. While its explosion will not knock an enemy off their feet, it does have a wider incendiary range than a normal grenade.
  • RKG-3 antitank grenade: An antitank hand grenade used by the former Soviet Union. This grenade was the preferred choice of Zanzibar Land mercenary Red Blaster.
  • Smoke Grenade: A non-lethal, combat support smoke grenade used to throw up a smoke screen, send signals to friendly forces, and mark targets for attack. The smoke produced can be used to delay enemy operations by causing them to cough and temporarily block their sight.
    • Smoke Grenade (Yellow): A combat support smoke grenade. Releases yellow smoke that induces the urge to laugh in any individual who inhales it, and will cause them to develop a sadistic sense of humor, making them willing to shoot at friend and foe alike to get a laugh out of it. Eventually, affected persons will fall unconscious.
    • Smoke Grenade (Red): A combat support smoke grenade. Releases a red smoke that induces a feeling of rage in any individual who inhales it, causing affected persons to yell in anger constantly, and will try to exit cover and charge at the enemy during combat. Eventually, affected persons will fall unconscious.
    • Smoke Grenade (Blue): A non-lethal, combat support smoke grenade. Releases a blue smoke that induces the urge to cry in any individual who inhales it. Affected persons will ignore Snake. After a while, they will fall into unconsciousness.
    • Smoke Grenade (Green): A non-lethal, combat support smoke grenade. Releases a green smoke that, when inhaled, induces the urge to scream and run from place to place. Affected persons will ignore Snake, but will fall unconscious after a while.
  • Stun Grenade: Flash-bang grenades used to disorient the enemy. Triggers alert mode upon explosion. Knocks out Meryl in one go during the battle against Psycho Mantis if regular melee attacks are not preferred.

  • *C4: This can be placed on the ground or walls and is remotely detonated by the player. A plastic explosive charge fitted with a remote detonator. This military-grade explosive is valued by armies and law enforcement bodies worldwide for its extremely high stability. Highly modifiable, C4 can be fashioned into a variety of shapes for different purposes. Its awesome destructive power and remote detonator are ideal for laying ambushes.

  • Claymore: A directional anti-personnel mine used mainly in defensive combat and ambushes. Its slightly curved plastic casing contains 700 steel bearings and about 680 grams of C4 explosive. Upon detonation, it forms a fan shaped kill zone in a forward-facing 60-degree arc. Place in an area the enemy seems likely to cross to inflict a mean surprise and heavy damage. Costs 300 DP if purchased from Drebin, or can be obtained in Act 1 in the hotel looking building by crawling on top of the Claymores.
  • Claymore Mine: Mines that are set off by a proximity sensor and are hidden from the naked eye by stealth technology and must be detected by using a mine detector or thermal goggles. They can only be safely disarmed and collected by being crawling over them when set, as they explode if the player is within its range. This weapon is also used quite often throughout the Metal Gear series and ideal against Vulcan Raven as a frontal assault is ill-advised.
  • Anti-Personnel Mine (M78): Mines that are set off by a proximity sensor. They can only be collected by being crawled over, as they explode if the player walks too close to them. Equipping a mine detector, will make them appear on the radar as white dots. Up to 16 can be set within range of the radar.
  • Mine: A mine that is set off by a proximity sensor. Once primed, it cannot be retrieved, and will explode if Snake walks too close to it. Equipping a mine detector, will reveal its location to the user. A maximum of three mines can be set in the same screen.
  • Plastic Bomb: This can be placed on the ground or on walls and is detonated shortly thereafter. It can be used to destroy weakened walls, in order to find certain equipment or alternate pathways.
  • Plastic Explosive (M5A1 C4): These can be placed on the ground or on walls and is remote detonated by the player.
  • Remote Control Missiles: A remote controlled missile that travels at ground level. Solid Snake uses it to disable control panels that are connected to electrified floors. It can be used in the battles with Machinegun Kid and Fire Trooper so that Snake can attack from a safe location.
  • Sleep Gas Mine: A non-lethal mine that releases sleep gas. Operates using the same jumping mechanism as the "Bouncing Betty" mine in order to efficiently disperse sleep gas over a wide area. Its automatic detonation and instant knock-out effect makes it useful against enemies in pursuit. Costs 300 DP if purchased from Drebin, and can also be found in a few locations.
  • Sleep Gas Satchel: A sleep gas dispersal device fitted with a remote detonator, and is a non-lethal alternative to C4. Lacking the jumping mechanism of the sleep gas mine, it instead possesses a suction device that enables it to be affixed to walls as well as the ground. It can also be placed onto enemy soldiers. Can be purchased by Drebin for 400 DP as well as near the power station in South America, as well as at the beginning of the first act, after meeting with Drebin (in explosive barrel, at the end of the alley, next to a ruined building Snake needs to enter in order to progress further).
  • Timer Bomb: A device set to explode after a set amount of time. In Metal Gear Solid, Ocelot hid a small time bomb in with Snake's inventory that would explode after about 150 seconds had passed. Another time bomb can be found in REX's underground lair by using the mine detector. This one goes off after 30 seconds have passed.

  • *Ammo Box: Contains bullets for handguns and submachine guns. The maximum amount that Snake can equip depends on his level of endurance.

  • Ammunition Cache: Contains ammo for all four of Solid Snake's firearms. Contains 20 handgun bullets, 20 submachine gun bullets, 6 grenade round, and 2 rocket rounds.
  • Antenna: Allows the user to send and receive communications within enemy jamming zones.
  • Anti-personnel Sensor: The anti-personnel sensor is a device that measures the electromagnetic fields and heartbeat of nearby human life forms and reports their presence to the user via vibrations. In military use, the anti-personnel sensor can detect an enemy's presence without betraying the user's position. The closer a detected body is to the sensor, the stronger the vibration that is emitted. The sensor can also detect hidden, unmoving enemies. However, its lack of accuracy makes it difficult to reveal the exact position of detected bodies. The sensor is not dependant on radar and is therefore unaffected by interference fields created by chaff.
  • Antidote: Used to counteract scorpion venom.
  • Bandages: A bandage is a piece of material used either to support a medical device such as a dressing or splint, or on its own to provide support to the body; they can also be used to restrict a part of the body, such as slowing the flow of blood during heavy bleeding.
  • Bandana: Gives the user infinite ammo for all weapons when equipped.
  • Binoculars: Allows surveillance of the surrounding area. Used to look out at distant terrain and check enemy positions. Cannot be used in small spaces.
  • Blue Card: Master card compatible with cards 4 to 6. After finding this, cards 4 to 6 are discarded.
  • Bomb Blast Suit: Protects the wearer from strong winds and explosive blasts. Protective clothing for bomb disposal work.
  • Bucket: A metal bucket used to wash lavatories, it provides a similar use to the cardboard box. It protects against bullets, but makes noise when Snake puts it down.
  • Camera: A camera is a device used to take photographs. Traditional cameras capture light onto photographic film, while digital cameras use electronics to store digital images in computer memory inside the device. In Metal Gear Solid 4: Guns of the Patriots, the camera can also get the Beauties to strike poses as well as hunt for Ghosts. Ghost hunting is greatly assisted by the Sorrow Doll. Is unlocked by using the Metal Gear MK II during the Mission Briefing cutscenes. Has first- and third-person shooting modes. Third-person requires secondary controller input. Camera is obtained from mission briefings.
  • Camoflage Mat (Phantom 07): A camouflage mat compatible with any terrain. After setting it down, the user can crawl underneath to hide. It can be reused but it is limited to level terrain only.
  • Card Key: Used to open doors. The required card number depends on the door’s security level.
  • Cardboard Box: Used to hide from cameras and other enemies in plain sight.
  • Catridge: A MSX game cartridge that Dr. Marv used to hide the OILIX formula.
  • Cassette Tape: A cassette tape that contains a recording of Zanzibar Land's national anthem. It was found within Gustava's locker, and can be used to distract the guards in salute. However, overuse will eventually cause the tape to wear out. A similar tape was presumably used within the central command room of Zanzibar Building's first floor.
  • Cigarette: Cigarette smoking is hazardous to Snake's health, slowly draining it. However, it does have a limited use in revealing the location of infrared sensors.
  • Compass: Allows navigation through uncharted deserts.
  • Compress: Back pain reliever medicine. Temporarily increases Psyche restoration speed. Found in various locations throughout the game.
  • Diazepam: A drug in the benzodiazepine family. Has anti-anxiety, anti-convulsive, and muscle relaxant properties and is also used as a sedative and hypnotic. Binds with GABA (gamma-aminobutyric acid) receptors in the central nervous system, increasing the ferequency of ion channel opening. This augments the efficacy of the inhibitory neurotransmitter GABA, resulting in the aforementioned effects. Some snipers use it to reduce body tension and prevent hand tremors while aiming.
  • Drum Can: Similar to the Cardboard Box, only it also has the added benefit of rolling over enemies or rolling away for a quick escape, although using it in this method can also cause Snake to vomit. Can even knock over Gekko. Becomes bulletproof when rolling. Unequipping while rolling will make Snake crawl, otherwise he will crouch walk. Be aware that rolling makes noise. Obtained after traversing the Urban Ruins.
  • Egg: Found in the bio lab, one egg hatches into the Zanzibar Boa, and the other into a Zanzibar Wood Owl.
  • Emotion Mag: A photographic magazine filled with pictures of the B&B Corps' members. Soldiers who look at them are said to break down and lose control of their emotions. Can be used to confuse enemies then ambush them or avoid them altogether. Though FROGS will not suffer emotional breakdown when they see the magazine, they will stand at attention and salute, giving Snake time to slip past. After finishing the game, the pictures in it will change from just the B&B Corps's beast forms to their Beauty and Beast forms. Bought from Drebin for 2,000 DP.
  • Enemy Uniform: Used to successfully bypass enemy checkpoints.
  • Flashlight: Illuminates underground passages.
  • Gas Mask: Required for survival in gassed areas.
  • Green Card: Master card compatible with cards 7 to 9. After finding this, cards 7 to 9 are discarded.
  • Handkerchief: During the Shadow Moses Incident, Hal Emmerich was given a handkerchief by Sniper Wolf, which he later passed on to an imprisoned Solid Snake. Since the handkerchief carried Wolf's scent, Snake was able to avoid being attacked by the resident wolf dogs, following his escape, while he journeyed to the Communications Towers. Snake later returned the handkerchief to its original owner, Wolf, placing it over her face shortly after her death at his hands, citing that he "no longer [had] tears to shed."
  • Hang Glider: A hang glider covered with camouflage patterns. Useless in the battlefield. It can be used to cross the crevice north of the Tower Building after the Bridge of Sorrow is destroyed.
  • Infrared Goggles: Used to detect infrared alarm sensors.
  • iPod: See iPod Listen to music files that can be found throughout the game. Some songs can have beneficial effects. Starting item.
  • Ketchup: Ketchup (or catsup) is a sweet-and-sour condiment typically made from tomatoes, vinegar, sugar or high-fructose corn syrup, and an assortment of vegetable seasonings and spices such as onions, allspice, cloves, cinnamon, garlic, and celery. Ketchup is often served with fried foods such as French fries, fish and chips, and grilled foods such as hot dogs and hamburgers. It is also used to flavor cooked meat and as a base for other sauces.
  • Mantis Doll: A marionette fashioned after FOXHOUND unit member Psycho Mantis. Creator and age unknown. Has the ability to release ghosts. If a ghost hits a person with active nanomachines, it will kill them instantly, although the player can shake their remote to torture the soldier. This is a pointless effort as items will not be shaken out and they will die whether or not they were tortured. The main reason why Snake seems to utilize it in this manner is because he isn't a skilled Psychokinesist. When activated, it will say "Blackout!" in a high-pitched voice, a reference to Psycho Mantis' line from Metal Gear Solid.
  • Lighter (JR Tokai 1): A lighter handcrafted with the finest silver. Can be fashioned with a certain flammable spray to create a makeshift flamethrower.
  • Magazine: Can be thrown to distract and divert enemy troops. Obtained by firing a magazine-loaded weapon until it is empty.
  • Medicine: Flu medicine for nasal symptoms. Works well against symptoms such as sneezing, runny or congested nose.
  • Metal Gear Mk. II/III: Remote mobile terminal that can be manually controlled to collect items, stun opponents, and explore environments. It can be used to pick up claymores/SG Mines and used to power up the electrified floor in Act 4. Its shock unit can even shock Snake and robotic opponents, such as Gekko. Pressing X will toggle Stealth Camouflage mode. Holding up/down on the D-pad will extend/retract its neck. Tapping R3 will toggle first-person view. L1 prepares the shock unit (disable Stealth), and R1 whips it. Some special actions may be performed with the Action Button. Snake assumes control of it after rendezvousing with it in Act 1.
  • Mine Detector: Identifies the location of enemy mines.
  • Mouse (Jerry2): A robot that resembles a computer mouse. It acts like a decoy to enemies and is primarily used to search out for traps and sensors.
  • Muña: A medicinal herb originating from the South American Andes, using this item will slightly increase the speed of Psyche restoration when equipped. Can only be found once, but the game gives you a few chances to find it in Act 2.
  • Night Vision Goggles: During the Shadow Moses Incident in 2005, Liquid Snake's Hind D made use of night vision technology, but harsh weather often prevented him from using it. Snake later procured night vision goggles for himself when sent to infiltrate Shadow Moses Island.
  • Noodles: A type of food consisting of long strands as well as being boiled with water. Restores 100% life, and depending on the environment, can restore either 25% of psyche or 50% of psyche (for cold environments and hot environments, respectively). Found in various locations throughout the game.
  • Optical Disc: Metal Gear REX's combat exercise data, concerning the stealth nuclear warhead, was originally stored on a hard disk at Shadow Moses Island, but it was damaged by gunfire during FOXHOUND's revolt in 2005. The only remaining data was stored on a magneto-optical disc, which ArmsTech president Kenneth Baker entrusted to Solid Snake to give to the U.S. Secretary of Defense Jim Houseman. Revolver Ocelot took the disc from Snake prior to torturing him. Following the incident, Ocelot supplied the data to Solidus Snake, and later sold the information on the black market, resulting in the development of countless Metal Gear derivatives all over the world.
  • Oxygen Tank: Allows the user to breathe underwater.
  • PAL Card: Permissive Action Link (PAL) is a security device for nuclear weapons. Its purpose is to prevent unauthorized arming or detonation of the nuclear weapon.
  • Parachute: Allows the user to safely descend from elevated locations.
  • Playboy: An adult magazine. Provides stress relief for men on the battlefield. Useful for distracting enemies and slipping away while they are occupied. Looking at one in first person view curiously raises Snake's psyche... Also, they are particularly useful for curing nausea. Bought from Drebin for 200 DP.
  • Pentazemin: Anti-depressant medicine of the Diazepam family. Prevents hands from trembling during sniping/aiming. Found in various locations throughout the game.
  • Ration: Emergency food supplies that replenishes the user’s health.
  • Red Card: Master card compatible with cards 1 to 3. After finding this, cards 1 to 3 are discarded.
  • Regain: A type of energy drink. Restores 100% life, and depending on the environment, can restore either 25% of psyche or 50% of psyche (for hot environments and cold environments, respectively). Found in various locations throughout the game.
  • Rope: A rope is a linear collection of plies, yarns or strands which are twisted or braided together in order to combine them into a larger and stronger form. Ropes have tensile strength and so can be used for dragging and lifting, but are far too flexible to provide compressive strength. As a result, they cannot be used for pushing or similar compressive applications. Rope is thicker and stronger than similarly constructed cord, line, string, and twine.
  • Scanning Plug S: Portable scanner that shows the location of all enemies on a map when injected into an individual. Available at Drebin's for 10,000 DP after playing 10 hours of Metal Gear Online, or by entering a password. Unlike the one in MGO, it only causes a short blink when the action button is pressed.
  • Signal Interceptor: Used to eavesdrop on PMC radio conversations while following a Paradise Lost member to the hideout in Act 3. His general location will show up on the map. Serves no other purpose. Obtained at the beginning of Act 3.
  • Solid Eye: See Solid Eye Goggle that enables the Baseline Map radar function; provides basic details about enemies and "friendlies". Has Night Vision, Binoculars, and Standard (Augmented Reality) modes.
  • Sorrow Doll: A marionette fashioned after Cobra Unit member The Sorrow. Creator and age unknown. Has the ability to release ghosts. If a ghost hits a dead person, it will allow you to shake their body. This weapon seems to be completely pointless. When activated, the doll will say, "Sad...so sad," in a high-pitched voice, referencing the line spoken by the Sorrow in Metal Gear Solid 3.
  • Spray: A highly flammable lacquer spray with LP gas contained within the container. It can be used with a certain flame source to create a makeshift flamethrower.
  • Stealth Camoflage: Stealth camouflage, also known as stealth camo or the stealth suit, is an electronic device capable of rendering the user virtually invisible, by bending light around the user.
  • Pointed at a target: Faction standing: Hostile faction names will show up in red, allies/Resistance show up in blue, and neutral/Rat Pt. 01 members show up in yellow. Emotions: Next to PMC soldiers, there is a colored square, indicating emotion. The stronger the emotion, the brighter the square. If the soldier is taken over by the emotion, which can be induced in a variety of ways, a kanji for that emotion will appear in the square until the soldier suppresses it or faints after the emotion has taken its toll. Yellow = laughter, red = rage, blue = sorrow, and green = fear. Vitals and stamina are shown, much like Snake's own life bar. Weapon carried by target. Lastly, there is a distance indicator that shows how far away the target is in meters. Radar: loud, big, fast, or just easily detectable objects will show up as larger circles. Many animals will show up as smaller circles. Frog soldiers, when waiting, may not even show up at all, depending on Snake's motion and stance. Snake is represented by the middle dot. Snake's own radar presence is indicated by a ring that will expand when Snake is more easily spotted/heard. Shooting or moving will expand the ring. If a soldier is looking in Snake's direction and is inside this ring, he may become alerted. Usage of Night Vision creates high frequency sound that can be picked up by FROGs if they are close by. Also, be aware that the Solid Eye runs on batteries, which can be collected from mission briefings. The Solid Eye is obtained after rendezvousing with the MK II.

    • Stun Knife: A combat knife with built in stun capabilities. Developed by the CIA for use in special operations. The ultimate hand to hand combat weapon, combining the lethality of a knife with the knock out power of a stun gun. It's already on Snake at the beginning of the game. While holding L1 to ready the blade, the player can tap R1 to deliver quick strokes, or hold R1 to stab. The latter is an instant kill on an enemy guard. Also, press R2 while the blade is ready to stab using the shocking side of the blade, which results in a non-lethal attack that can instantly stun guards.
    • Syringe: Syringe used to decrease nanomachine control as well as restoring depleted Psyche in one burst. Will have unpleasant side effects and dilute when overused. When used on a PMC once it causes them to experience the emotion their nanomachines are suppressing, when used on them twice it causes them to fall unconscious as well as causing their mouth to foam with saliva. When used on FROGs or Militia or Rebels once, he causes them to fall unconscious with saliva foaming from their mouth. Given to Snake after finding Naomi. Must be used on Vamp after depleting health/stamina.
    • Zanzibar Land brooch: A brooch belonging to Gustava Heffner, the design is the mark of Zanzibar Land. It is actually made of a polymimetic memory metal, which changes shape according to the temperature it is exposed to.


    Notable Techniques

    • Close Quarters Combat: Close Quarters Combat (CQC) was a system of combined combat techniques which allowed rapid alternation between armed and hand-to-hand combat while engaging enemy personnel. Solid Snake was also taught CQC extensively by Big Boss in the 1990s. However, after the latter betrayed FOXHOUND in Outer Heaven in 1995, Snake vowed to never again use that part of his extensive training (although he would later admit that it was far advanced for its time, a few special forces groups were using it at that point). Sometime before the events of the Guns of the Patriots Incident in 2014, the Patriots declassified highly sensitive documents regarding the events of Operation Snake Eater. Thus, Big Boss's popularity grew once again, prompting worldwide knowledge of CQC. It was at this point that Old Snake (Solid Snake) decided to lift his own ban on CQC, and began to use the fighting style once again. On the battlefield, Snake showed the extent of this incredible combat system while engaging Liquid Ocelot's PMC soldiers, showing how CQC could be used on the open battlefield and within close-quarters environments. Talking to Otacon in the Middle East, Snake called the enemies' version of CQC a "cookie cutter imitation" since he had learned directly from Big Boss himself, while they had only read about it from books. The PMC soldiers had no real training in CQC and only chose to use it because of its popularity. Snake mentioned to Otacon that whenever he saw this imitation his body would instinctively react and use the original style, to quickly outmaneuver and outclass the imitation one. However, Snake was still bested by Liquid Ocelot in CQC when they met in Eastern Europe. It is unknown if Liquid Ocelot's skills were developed from Ocelot's own CQC skills from observing Naked Snake (Big Boss) during Operation Snake Eater. When Snake and Liquid Ocelot battled for the final time atop Outer Haven, they incorporated CQC into their brutal fist fight, though without the weapons that were best suited for CQC. This time it was Snake who bested Ocelot in CQC.

    Other

    Standard Tactics: Snake opts for stealth based combat. While he is fully capable of taking an opponent on one on one, he will always use his surroundings and stealth to get the surprise attack on opponent, unless put in a situation where he has to fight an opponent. When put in these moments he will normally use whatever he has in his arsenal to the best of his ability, even utilizing grenades to take out a tank. He will also normally go for non-lethal weapons such as the tranquilizer gun or smoke grenades to take out his targets. Until Metal Gear Solid 4, he refrained from using close quarters combat due to Big Boss betraying FOXHOUND, after he sees the worldwide knoweldge of close quarters combat that he opted to lift his ban and use it in various scenarios.

    Weaknesses: If Snake rolls around too much in an oil drum, he will need to leave it as he will vomit. The Radar won't be usable in an area with strong harmonic resonance. If someone is able to control the nanomachines within him, they can force him to not be able to use his weapons. Snake has an addiction to cigarettes to the point that when he uses them it damages his health slowly. The Night-Vision goggles will not work in complete darkness since it requires light to amplify. Snake is victim to accelerated aging, something incurable and irreversible. Snake suffers from PTSD, though it doesn't seem to affect him in the middle of battle.

    Note: Snake, Gray Fox, and Liquid are not assumed to scale to the 8-B potency of the Metal Gears from tanking their explosions as they were not in the epicenter, and Gray Fox/Liquid are in a protective cockpit, meaning they more then likely didn't take the full brunt of the explosion. Along with this, the self-destruction of Metal Gear Rex from a large distance away nearly knocked Snake out while Liquid was perfectly fine, supporting that Liquid didn't take the full brunt of the explosion.

    Note 2: Snake is not directly scaled to Big Boss in his pre-nanomachines key because he is still in his rookie period during these games, thus meaning he hasn't reached his prime yet making it unlikely he scales to Big Boss in attack potency. His fights with Venom Snake also require him to use weapons thus they never physically fight. His lifting strength is scaled due to this being more of a situation of dealing with mass rather then the amount of energy that can be outputed.

    Gallery

    Metal Gear
    Metal Gear 2: Solid Snake
    Metal Gear Solid
    The Twin Snakes
    Spin-off media
    Metal Gear Solid 2: Sons of Liberty
    Metal Gear Solid 2: Substance
    Metal Gear Solid 4: Guns of the Patriots
    Super Smash Bros. Brawl
    Super Smash Bros. Ultimate
    Cameo appearances
    Promotional material
    Figurines
    Commemorative events

    Battle Records

    None.

    None.

    Discussions (Link For Mobile Users):

    Discussion threads involving Solid Snake