Weapons
Every firearm and explosive Snake can pick up in the field, from the silenced Mk22 to the RPG-7 that brings down the Shagohod.
Snake's Mk22, M1911A1, and XM16E1 can all mount a suppressor — but every suppressor wears out after enough shots and needs replacing, so don't count on one lasting the whole campaign.
Melee
Survival Knife
Your basic and infallible tool. Essential for CQC takedowns, silent neck slits from behind, and interrogating captured soldiers for intel and item locations. The separate CQC knife you use for grabs and throws is sheathed on your chest — it gets confiscated along with the rest of your gear at Groznyj Grad, so CQC itself is unusable again until EVA returns it behind the Tikhogornyj waterfall.
- Instant kills and interrogations from behind
- Also doubles as a tool for skinning captured food
- No range — requires getting dangerously close
Fork
Emergency WeaponA improvised substitute for your confiscated knife. Handy for a quick snack mid-escape, but swap it out the moment you recover real gear.
- The only weapon available immediately after escaping your cell
- Slashing raw food with it makes Snake eat it on the spot
- Far weaker than the Survival Knife
- No CQC function
Handguns
Mk22 (Hush Puppy)
A suppressed tranquilizer pistol modified from a Navy SEAL sidearm. The single most valuable weapon if you're aiming for a no-kill run — every soldier put to sleep instead of killed keeps The Sorrow's boss fight shorter and less punishing.
- 9mm Tranquilizer Rounds
- Fully suppressed — completely silent
- Non-lethal, ideal for a pacifist playthrough with zero kills
- Enemies wake up if not restrained or hidden afterward
- Manual slide-lock cycling limits its firing rate
- SuppressorFound alongside spare suppressors scattered through weapons caches.
Keeps the Mk22 dead silent for longer, though the attachment itself wears out with use.
M1911A1
A semi-automatic .45 sidearm. Snake's original gun is destroyed at Dolinovodno; EVA hands him a customized replacement with match-grade sights and a tuned trigger. Precise and hard-hitting, ideal for direct close-range confrontations when stealth has already failed.
- .45 ACP Rounds
- Highly accurate
- Reliable one-shot headshots at close range
- Lethal — unsuppressed by default
- SuppressorFound in weapons caches alongside other suppressor pickups.
Silences gunshots, at the cost of gradual wear that eventually breaks it.
Makarov PM
The standard Soviet sidearm. Nothing special, but reliable enough to fall back on when you're out of better options.
- 9x18mm Rounds
- Common — easy to keep stocked with dropped ammo
- Weak stopping power
- Slow reloads from its butt-mounted magazine release
Colt Single Action Army
Story RewardOcelot's signature revolver — he carries three of them and uses one to ricochet bullets during your first encounter. The Boss gives Snake one of her own after his torture, and picking the right pistol during your duel with Ocelot can even carry it into your next playthrough's Virtuous Mission loadout.
- .45 Long Colt Rounds
- Can ricochet shots off walls to hit targets around corners
- Powerful revolver round
- Only 6 rounds per cylinder before reloading
Submachine Guns
Skorpion Vz.53
A compact Czechoslovakian submachine gun. Its laser sight makes spraying from the hip surprisingly reliable.
- 20-Round Magazines
- Laser sight improves hip-fire accuracy
- Effective during the final motorcycle chase
- Small magazine size
Rifles
AK-47
The Soviet assault rifle. Extremely powerful against clustered patrols, but its noise and kick make it a poor choice for stealth sections.
- 7.62mm Rounds
- Devastating against grouped enemies
- Loud, with strong recoil that hurts sustained accuracy
XM16E1
A versatile Western assault rifle. The fact that it accepts a suppressor is what makes it stand out — it's the closest thing to a do-everything rifle for the rest of the campaign, and the base weapon The Boss's own Patriot is built from.
- 5.56mm Rounds
- Selectable single-shot, burst, or full-auto fire
- Can be fitted with a suppressor
- Suppressor must be found/equipped separately, and wears out over time
- SuppressorFound in weapons storage buildings alongside the rifle itself.
Silences the XM16E1 for stealthy full-auto bursts, until it wears out.
Shotguns
M37
A pump-action shotgun. Perfect for tearing through The Pain's insect armor or clearing the tight corridors of the underground caves.
- Shotgun Shells
- Massive damage at point-blank range
- Strips The Pain’s wasp armor almost instantly
- Very short effective range
Sniper Rifles
SVD (Dragunov)
A basic sniper rifle. Useful for picking off distant sentries and scouting enemy positions, and essential gear for the hunting duel against The End.
- 7.62mm Sniper Rounds
- Effective at eliminating lookouts from a distance
- The weapon of choice for the sniper duel against The End
- Slow rate of fire
Heavy Weapons
M63
A light machine gun. Its huge magazine makes it the go-to option for the final motorcycle chase and for tearing through shielded targets — fire in bursts rather than holding the trigger down.
- 7.62mm Belt-Fed Ammo
- Doesn’t need frequent reloading
- Brutal at suppressing crowds and destroying enemy shields
- Heavy — slows movement while equipped
- Sustained full-auto fire hurts accuracy
RPG-7
An indispensable rocket launcher for downing helicopter harassment and for the final confrontation, where it's the only way to immobilize and finish off the Shagohod.
- Rocket-Propelled Grenades
- Brings down helicopters in one hit
- The only weapon that can cripple the Shagohod’s treads
- Very limited ammo
- Slow reload — the quick unequip/equip trick speeds it up
ZU-23 Anti-Aircraft Gun
Emplaced WeaponA towable anti-aircraft cannon left in place by Soviet forces. Useful both against helicopters and as an improvised way to clear a crowd of soldiers below.
- 23mm Rounds (fixed emplacement)
- Shreds low-flying aircraft and grouped soldiers alike
- Immobile — Snake is exposed while manning it
Explosives
M67 Frag Grenade
A standard fragmentation grenade with a three-second fuse. Good for softening up a cluster of enemies before you engage.
- Wide blast and shrapnel radius
- Effective against soldiers behind cover
- Risk of self-damage if thrown too close
Stun Grenade
An early flashbang design. The single best tool for whittling down a boss's stamina non-lethally — pair it with CQC or the Mk22 for a clean Boss Camo unlock.
- Drains a boss’s stamina bar fast
- Knocks out or disorients nearby soldiers
- The blast is loud enough to alert soldiers outside the immediate area
Smoke Grenade
A non-lethal screening grenade. Ideal for covering a retreat once a firefight has already gone loud.
- Breaks line of sight for guards and dogs alike
- Inhaling it makes Snake cough, which can give away his position
Chaff Grenade
An electronic countermeasure grenade that fills the air with foil strips, jamming nearby radios and sensors — yours included.
- Disables enemy radios, preventing calls for reinforcements
- Can disrupt Colonel Volgin’s electric attacks
- Also disables your own Active Sonar and Motion Detector while it’s in the air
White Phosphorus (WP) Grenade
A "Willie Pete" incendiary grenade. Devastating against clustered soldiers, and against tougher targets that shrug off ordinary explosives.
- Burns through groups of enemies
- Continues burning after detonation
- Dangerous to use at close range
Claymore Mine
TrapA directional fragmentation mine. Disarm and pocket enemy-planted ones by crawling prone over them, then re-lay your own as an ambush.
- Detonates automatically when an enemy or boss crosses its arc
- Can be crawled over and collected for later use
- Hard to spot without thermal goggles or the Mine Detector
TNT
Remote DetonatedA classic remote charge for demolitions at a distance. Blowing up an outpost's food store drains enemy stamina and makes them complain over radio chatter — blowing up their ammo store leaves them with less to shoot back with.
- Destroys enemy ammo and food stores, weakening patrols
- Can be planted ahead of time and triggered on your own schedule
- Requires a radio detonator and planning ahead
C3 Plastic Explosive
Story ItemA stable plastic explosive paired with synchronized timed detonators. Used to plant four charges on the Shagohod's fuel tanks in the Groznyj Grad hangar to disable it before the final assault.
- Moldable onto specific targets like fuel tanks
- Tied to a scripted objective rather than general combat use
Special
Patriot
Post-Game UnlockA modified XM16E1 with the stock removed and a shortened barrel, held like a pistol despite the heavy recoil that comes with it. This is The Boss's personal weapon, carried over into future playthroughs once unlocked.
- Infinite Ammunition
- Unlimited ammo
- Fires continuously without reloading
- Not available on a first playthrough
Handkerchief
Disguise-CompatibleA chloroform-soaked cloth. Since it stays usable under the Scientist, Maintenance, or Raikov disguise, it's the safest way to quietly deal with a suspicious guard without breaking cover.
- Knocks a soldier out silently when pressed against them from behind
- One of the few weapons usable while wearing a disguise
- Using it too often knocks Snake out too from the fumes
Cigarette Gas Spray
Disguise-CompatibleA gas-spraying cigarette prop. Another disguise-safe option alongside the Handkerchief for handling threats without blowing your cover.
- Knocks enemies out at a short distance
- Also usable while disguised
- Must be fired right in front of a target to work reliably
Empty Magazine
DistractionA spent magazine repurposed as a noisemaker. Toss one around a corner to pull a patrol's attention away from your actual route.
- Throw it to lure a guard toward the noise without any real risk
- Purely a distraction — deals no damage