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* ''{{psx|S}} (release quickly)'' - Fire the .45. Tap repeatedly for semi-automatic rapid fire. | * ''{{psx|S}} (release quickly)'' - Fire the .45. Tap repeatedly for semi-automatic rapid fire. | ||
* ''{{psx|S}} (release slowly)'' - Lowers the .45 without firing. | * ''{{psx|S}} (release slowly)'' - Lowers the .45 without firing. | ||
* {{psx|C}} (while in Weapon menu) - Attaches/removes suppressor. | * '' {{psx|C}} (while in Weapon menu)'' - Attaches/removes suppressor. | ||
===M37 Shotgun=== | ===M37 Shotgun=== |
Revision as of 18:16, 16 August 2006
Weapons
Close Quarters Combat (CQC)
Close Quarters Combat is a special style of hand to hand fighting designed by Snake and The Boss.
Controls
- (repeatedly) - Initiates a combo attack that will knock enemies over.
- (hold) - Holding while next to a guard will grab them. From here, you can do several different things:
- + - Push this in any direction while holding to throw the guard to the floor, instantly knocking them out.
- (after grabbing enemy) - Drags the enemy around. This is slow and your camo index will drop.
- - Threatens the enemy with your knife and interrogates them. You can obtain useful information, like locations of supply rooms, radio frequencies to disable alarms or unlock doors, or even tips to defeat bosses.
- (repeatedly) - Chokes the enemy to knock them out.
- (press firmly) - Slits the enemy's throat with your knife. The Ninja would be proud.
- - Enters First Person View, allowing you to aim and fire your pistol while using the grabbed enemy as a human shield.
Survival Knife
A serrated-edge combat knife designed to aid in survival in the jungle. Can cut all kinds of things. You can still use CQC attacks while equipped with this weapon. Later on you will lose the knife for a bit and get the mostly identical fork, which is not CQC-capable until you get your knife back. Animals and plants hit with the fork will be eaten straightaway, rather than going to the inventory.
Controls
- (repeatedly) - Initiates a combo slash attack that will seriously injure or kill guards if all the attacks hit. Only useful if you need to get away during an Alert phase.
- (press firmly, or while crawling) - Snake will stab forward, killing whatever he hits. Also useful for killing wildlife for food, or cutting down mushrooms to pick up.
Mk22 Hush-Puppy tranquilizer pistol
A pistol that shoots modified 9mm knockout rounds. Holds a maximum of 9 rounds (8 plus 1 chambered). The tranquilizer is most effective if aimed at an enemy's head - it will take longer to put an enemy to sleep if aimed elsewhere. You can use CQC attacks with this weapon.
Controls
- (hold) - Aim the Mk22. Most effective in First Person View.
- (release quickly) - Fire the Mk22. Because the slide locks, Snake will have to cock it manually after every shot.
- (release slowly) - Lowers the Mk22 without firing.
- (while in Weapon menu) - Attaches/removes suppressor.
Colt M1911A1 .45 pistol
A powerful handgun, and your first reliable method of killing enemies stealthily from a distance. Holds a maximum of 8 rounds (7 plus 1 chambered). It will also accept suppressors. You can use CQC with this weapon.
Controls
- (hold) - Aim the .45. Most effective in First Person View.
- (release quickly) - Fire the .45. Tap repeatedly for semi-automatic rapid fire.
- (release slowly) - Lowers the .45 without firing.
- (while in Weapon menu) - Attaches/removes suppressor.
M37 Shotgun
A very (very) powerful shotgun that will blow enemies away when you shoot them with it. Holds 5 shells (4 + 1 chambered), takes a while to pump the next round into the chamber, and takes even longer to reload. You cannot use iron sights on this weapon, so aiming is very tricky. Also, CQC is disabled for this weapon.
Controls
XM16E1 Assault Rifle
An experimental 5.56x45mm assault weapon developed by the United States Army. Has three firing modes and can be fitted with a suppressor (though those are rather difficult to find). Holds 21 rounds (20 + 1 chambered).
Controls
- (hold lightly) - Raise and aim the XM16.
- (hold firmly) - Fire the XM16.
- (release slowly) - Lower the XM16 without firing.
- - Aim down the sights, zooming the view and increasing accuracy.
- (in Weapon menu) - Attach/remove suppressor.
- (in Weapon menu) - Toggle firing modes between Semi-Auto, Full-Auto, and 3-Round Burst.
Automat Kalashnikov 47 Assault Rifle
The AK-47 is the chief weapon of the Russian military, chambered in 7.62x39mm. It's about the same as the XM16E1 - while it lacks the 3-round burst setting and the capability to attach suppressors, it makes up for this by allowing you to hold more ammo. Holds 31 rounds (30 + 1 chambered).
Controls
- (hold lightly) - Raise and aim the AK.
- (hold firmly) - Fire the AK.
- (release slowly) - Lower the AK without firing.
- - Aim down the sights, zooming the view and increasing accuracy.
- (in Weapon menu) - Toggle firing modes between Semi-Auto and Full-Auto.
VZ-61 Scorpion
A .32 ACP caliber light machine pistol. It has a laser sight and weighs a mere pound and a half, rendering the AK obsolete. Holds 31 rounds (30 + 1 chambered).
Controls
- (hold lightly) - Raise and aim the weapon.
- (hold firmly) - Fire the weapon.
- (release slowly) - Lower the weapon without firing.
- (in Weapon menu) - Toggle firing modes between Semi-Auto and Full-Auto.
M63 Light Machine Gun
A powerful and difficult to aim machine gun. This is perfect for those Rambo moments - just strip to Naked camo, wield this monster and start running around. Holds a whopping 101 rounds (100 + 1 chambered) and takes quite a while to reload, so use tactical reload to avoid getting caught in the middle of a belt change. This weapon makes Snake let out a primal scream when he's firing it for a while, in a neat little dramatic touch. You can't use CQC or iron sights on this weapon.
Controls
Dragunov SVD Sniper Rifle
The rifle for the discerning sniper. Features an adjustable scope that can zoom up to 10x, and rounds powerful enough to penetrate through a few enemies at once. Holds 11 rounds (10 + 1 chambered). Unlike the past couple Metal Gear games, scope drift is determined by your current stamina level, so it's usually unnecessary to use anti-depressant drugs to aim more effectively. You cannot move when this weapon is equipped.
Controls
- (hold) - Raise and aim the weapon.
- (release quickly) - Squeeze off a single round.
- (release slowly) - Let the weapon go without firing.
- - Looks through the scope.
- - Toggles the scope zoom between 3x and 10x.
- + - Hold down to keep your aim steady during a tactical reload.
RPG-7
Russia's premier anti-tank weapon, the RPG-7 sports enough firepower to eliminate most armored foes with a few well-placed shots. Also effective against those evil villains that never seem to die. Must reload after every shot, which takes freaking forever, so it'd be in your best interests to use the tactical reload whenever you've shot a round. You can't move when you're using this weapon.
Controls
- - Hold to aim the weapon. Release quickly to launch a rocket. Release slowly to lower the weapon.
- - Aims through the scope at 2x zoom.
- + - Hold down to keep your aim steady during a tactical reload.
Mounted Weapons
There are a number of mounted weapons that you can use against the bad guys. Simply walk up to them and press .
Heavy Machine Gun
This powerful weapon can be found near some smaller outposts, like those in Bolshaya Past and Svatyogornyj East. It has a fairly good rate of fire, excellent power, and infinite ammo. Unfortunately, your aiming is limited while you're using it.
Anti-Aircraft Cannon
These can be found on top of the mountain. They're excellent for shooting down helicopters and eliminating patrol routes with impunity. While they can aim nearly everywhere, it takes them a while to turn around, so you'll have to plan your attack carefully and start turning as soon as you can.
Explosives
Preferable when destroying supply sheds, weapons of mass destruction, evil bosses, or (preferably) guards and animals. If you're sick and twisted, anyway.
Hand Grenade
An explosive fragmentation grenade that is useful for throwing around corners, over low walls, into windows, or onto high platforms.
Controls
WP Grenade
The white-phosphorus grenade will explode into flames, burning anything within its blast radius. Extremely satisfying.
Controls
Stun Grenade
A non-lethal "flashbang" grenade that will stun and blind nearby enemies. Be careful, though - if you're looking at it when it goes off, you're going to be blinded too.
Controls
Smoke Grenade
Useful for creating visual cover. Don't pretend that the guards won't see it, though.
Controls
Chaff Grenade
While there are no security cameras, laser grids, or computer-driven devices to be found in MGS3, the chaff grenades still have some use in disrupting electronics - namely, radios. Blow a chaff grenade in the area, and the enemy will be unable to call for backup. The Shagohod's missiles are also radio-guided, so chaff will decrease their accuracy.
Controls
TNT
TNT is great for destroying supply sheds or blowing the doors off of lockers.
Controls
C3 Explosives
You'll only get these from EVA on your return to Groznyj Grad. You need to use them to destroy the fuel tanks in the weapons lab, so you can't plant them anywhere else.
Controls
Other Equipment
These weapons aren't quite weapons in the traditional sense, but they merely appear here because they are found in the Weapons menu.
Gas Spray Gun
A single-use, non-lethal, completely silent weapon masquerading as a cigarette. Can be used in disguise.
Controls
Handkerchief
Just a garden variety hanky...only soaked in chloroform, so waving it in the enemy's face will probably knock them out. Usable when disguised.
Controls
Dirty Books
Chaucer! Rabelaise! Balzac! ...never mind. Drop these in the middle of a patrol path and watch as the tough-as-nails security guard is reduced to a complete pervert in a matter of seconds.
Controls
Empty Magazine
As you use your weapons, you'll slowly amass a collection of these. Note that they won't appear if you always use tactical reloading. The empty clips from your guns can be used to distract guards by heaving them at walls.
Controls
- - Toss a clip. The harder you press the button (and the faster you release it), the farther the clip will be thrown.
Food
Collecting food doesn't just stick it in the Survival Viewer for eating. You can also equip the food to throw it at things. While most of you are probably thinking of food fights, the real reason to do this is to distract hungry dogs and guards (or poisoning bosses). If you've tranquilized the creature, even better - tossing their cage will free them again and allow them to do what they do best. For example, tossing a poisonous snake at a guard will cause them to run away in terror.
Controls
Directional Microphone
When equipped, you'll be able to hear distant noises, such as animal calls, guard footsteps, and (most importantly) Kerotan croaks.
Unlockable Weapons
Colt Single-Action Army Revolver
The most powerful handgun available. Ocelot takes a liking to this variety, and you eventually get your hands on one of your own. Additionally, if you choose the gun on the right in your final duel, you'll start with it in your next playthrough with that file. Holds a maximum of 6 rounds and takes a while to reload. A unique feature of this gun is how the bullets will ricochet. Even if you miss, the bullet will ricochet in such a way that it will at least wound whoever is near. It's still preferable to be a good shot, because the bullet is much weaker after hitting a few walls.
Controls
- (hold) - Wield the weapon at your hip. You cannot move while aiming the SAA.
- (release) - Fire while fanning the hammer. Allows rapid fire.
- - Aims down the sights. The gun will be more accurate but much slower than firing from the hip.
- (while in first person view) - Rotate quickly to spin the gun on your finger. So awesome.
Mosin-Nagant 1891/1930 Tranquilizer Sniper Rifle
The End's sniper rifle, obtained if you stamina kill him. It won't kill enemies - merely drug them. It acts about the same as the SVD, but with a very long lag time after each shot (though you can hold L1 and R1 and perform a tactical reload to expedite the process). Make sure you're well hidden when you use this, or else the guards will hear the shot and find you.
Controls
- - Hold to raise and aim the gun. Release quickly to fire a round. Release slowly to lower the gun.
- - Looks through the scope.
- - Switches between 3x and 10x zoom modes while using the scope.
- + - Hold down to keep your aim steady during a tactical reload.
Patriot Assault Submachine Gun
The Boss carries this weapon, and you can too in a clear data file. It's an XM16E1, but the barrel has been sawn off, the stock removed, and the magazine replaced with a 100 round drum shaped like an infinity symbol. It's loud, it's powerful, and it has infinite ammo - but it's bound to arouse the suspicion of nearby guards if you're not careful. Who says that's a bad thing, though?
Controls
- - Hold lightly to bring the gun into view. Press firmly to fire in full-auto.
- - Aims down the sight, zooming in slightly and increasing accuracy.
Easygun
This is, hands down the best weapon in the game. It's a tranquilizer gun that you only get in a clear data after getting Markhor rank in a previous playthrough. (You also start with it on Very Easy level--but what fun is that?) While equipped with this, your stamina usage is reduced to near zero and your camo index will never drop below 80%. It also has infinite ammo, a lasersight, and is completely silent. Sigint designed this weapon after the Liberator handgun from World War II.
Controls