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Weapons


SOCOM Pistol - Special Operations Command Pistol. The Mark 23 Model 0 U.S. SOCOM was adopted as the standard service weapon for advanced combat personnel. It successfully passed a 30,000 round endurance firing test and extreme temperature tests. Special features include a laser-aiming module, a buffer system for minimized recoil forces, corrosive-resistant coatings on al metal components, and a polygon barrel of hard chrome plated internally. There are no other pistols with this all-around precision and durability.   45 calibre pistol.  Equipped with a LAM (Laser Aiming Module) for night-time combat.  Designed specifically for use by Special Forces.  (Can be a little heavy and hard to use).  Get the SOCOM from the back of the truck parked in the Heliport.  Get the suppresser from the room with the Lv 1 door on the ground floor of the Tank Hangar.



FAMAS Assualt Rifle - Encompassing assault firing and support firing, the FAMAS is solid and reliable, withstanding water, mud, sand, and dust tests without loss of preformance. It is compact, light, streamlines, and prefectly balanced around the pistol grip. This French assault rifle has exceptional performance, and the ability to withstand almost all conditions make it the preferred weapon of the French army.  It fires 1100 rounds per minute and the last three bullets in the magazine act as a tracer to focus firing more accurately.  Get the FAMAs from the Armoury on the 2nd floor Basement of the Tank Hangar.


Grenades - Also known as Frag Grenades or Fragmentation Grenades, these are explosive devices set to detonate after a five second delay. When the grenade detonates, it scatters small fragments which significantly increase the damage caused by the explosion of the grenade itself.  Causing noise to alert any nearby guard or sensor, these are mainly used to take out vehicles or to blow away advacing enemies by less-than-subtle operatives.  Get the grenades first from Armory on the 2nd floor Basement of the Tank Hangar.



Stun Grenades - Also known as Flashbangs or Sound and Flash Grenades, these temporarily disables all enemies within a user's line of sight. Highly charged and tightly packed magnesium reacts to friction, detonating after five seconds once the safety pin is pulled.   Used for freeing hostages and such.  Makes a big flash and lots of noise to distract and disable enemies temporarily by stunnning them for about 8 seconds.  Get the Stun Grenades first from the room to the left of the Heliport.  


Chaff Grenades - Disperses thin, narrow metallic strips of various lengths and frequencies to confuse electronic equipment.  Useful against machines that depend on electronic sensors.  They can also paralyze enemies that have certain electronic implants.  But they also jam your own electronic equipment such as your radar.  Get the Chaff grenades first from the Heliport, between the searchlights.


Nikita Missiles - The Nikita Personal Remote Rocket Launcher. A prototype missile launcher code named Nikita, utilizing satellite radar tracking systams, AWACS aircraft data and soliton technology, a small, fully controllable rocket can be used to seek and destroy targets from enemy soldiers to machinery. Nikita's are remote controlled reconnaissance missiles with CCD cameras on the nose to allow visual data to be sent back to see where the missiles are going.  They have a small amount of fuel to propel them for a specfic amount fo time.  The primary purpose of the Nikita launcher is to elimante enemies out of your sight of vision.  Get the Nikita Launcher from the room with the Lv 3 door in the 1st floor basement of the Nuclear Warhead Storage Building.


PSG - 1 Sniper Rifle - Arguably the most accurate semi-auto in the world. The accuracy standard has been field tested: 50 rounds of ammo into an 80 millimeter circle at 300 meters. The main reason for utilization and procurement in this operation is that the PSG-1 ejects spent shells to a distance of around ten feet, thus lessening a foe's ability to judge the shooters position. Another reason is that the extremely accurate sights have a default setting of 600 meters (42 times your vision), the optimal engagement range. The PSG-1 fires 7.62 calibre rounds and the magazine fits 6 bullets. Get the PSG-1 from the Armoury from the room with the Lv 5 door.


Stinger Missiles - The Stinger missile launching system employs a unique two-color, infrared-ultraviolet detector using fire-and-forget technology. This ensures high survivability and maximum impact, even in the heaviest countermeasure situations. The Stingers modular design and greater-than-90% hit ration have kept it at the forefront of missile technology. Equipped with a thermal homing device, once locked on it will pursue target.  Very potent, short-range, low altitude SAMS- (Surface to Air Missiles).  Get the Stinger Missiles from the first room of the Comm Tower B, after the walkway.


Claymores - A directional anti-personnel mine. They are set up above ground unlike other mines.  Claymores are designed to produce maximum damage in a wide area.  They spray seven hundred 1.2mm steel pellets when set off in a 45° pattern.  They are camouflaged with stealth and equipped with motion detectors.  They can be buried under any surface, be it soil or steel.  Get the Claymores by crawling over them from the Canyon before fighting the Tank; the Underground Passage to the Comm Tower; the storage room with a Lv 6 door in the Snowfield and in the second area of the Cargo Elevator.



C4 - This volatile plastic explosive works by a remote sensor mechanism and can be set on a wall, a floor, or even another human. C4 explosive is 1.4 times destructive power as dynamite.  It is highly stable and won't explode without detonation device.  Can be shot, burned and beaten without going off.  The detonator is equipped with a scrambler so you don't have to worry about interference from a radio source.  It is generally used to destroy walls or structures, but it can also be used against less significant targets.  Get the C4 first from the Armoury.