Explore the Handguns and Submachine Guns available in Metal Gear Solid 4: Guns of the Patriots, including stats, locations, and special notes for each weapon in Part 2 of our guide.
Explore the Handguns and Submachine Guns available in Metal Gear Solid 4: Guns of the Patriots, including stats, locations, and special notes for each weapon in Part 2 of our guide.
This section details the Handguns and Submachine Guns available in Metal Gear Solid 4: Guns of the Patriots. Each weapon's stats, how to obtain it, and any special notes are provided.
Weapon Stats Explained:
Damage: The base damage dealt by the weapon.
Shock: The amount of stun damage inflicted.
Penetration: How well the weapon can pierce enemy armor.
Stability: Affects weapon sway and accuracy.
Reload: How quickly the weapon can be reloaded.
Lock: The effective range for auto-aim.
Sleep: Duration an enemy remains asleep if knocked out by the weapon.
Stun: The number of stars appearing over an enemy's head when stunned.
002.1 - Handguns
Mk2
Damage: 0/6
Shock: 0/6
Penetration: 1/6
Stability: 6/6
Reload: 5/6
Lock: 4/6
Sleep: 2/6
Stun: 0/6
Where It's Found: Otacon gives you this weapon in Act One when Snake meets up with the MK.II. Notes: The Mk2 has a built-in suppressor that never needs to be replaced.
Operator
Damage: 2/6
Shock: 3/6
Penetration: 1/6
Stability: 4/6
Reload: 6/6
Lock: 5/6
Sleep: 0/6
Stun: 0/6
Where It's Found: Otacon gives you this weapon in Act One when Snake meets up with the MK.II.
GSR
Damage: 2/6
Shock: 3/6
Penetration: 1/6
Stability: 4/6
Reload: 6/6
Lock: 4/6
Sleep: 0/6
Stun: 0/6
Where It's Found: The GSR can be purchased from Drebin for 3000 DP or found in the Middle East Militia's safe house in Act One.
Five-Seven
Damage: 2/6
Shock: 2/6
Penetration: 4/6
Stability: 4/6
Reload: 6/6
Lock: 4/6
Sleep: 0/6
Stun: 0/6
Where It's Found: The Five-Seven is the alternate weapon for Haven Troopers, so if you force them to drop their weapon - either by holding them up or knocking them out - they'll resort to using their Five-Seven afterwards. You can also buy it from Drebin for 6000 Drebin Points.
PMM
Damage: 2/6
Shock: 2/6
Penetration: 1/6
Stability: 5/6
Reload: 6/6
Lock: 4/6
Sleep: 0/6
Stun: 0/6
Where It's Found: Resistance members in Act Three carry them, but you'll have to alert them to your presence before they equip the PMM and attack you. The PMM can also buy purchased from Drebin for 3500 DP.
PSS
Damage: 2/6
Shock: 2/6
Penetration: 3/6
Stability: 5/6
Reload: 6/6
Lock: 4/6
Sleep: 0/6
Stun: 0/6
Where It's Found: The PSS is a fairly common weapon, but the easiest way to find one is by destroying Scarabs. Many of them carry the PSS, so pick off a few in the tank hanger in Act Four, for example, and you'll score one easily. If that's not an option, the PSS is available at Drebin's shop for 5000 DP.
G18C
Damage: 2/6
Shock: 2/6
Penetration: 3/6
Stability: 3/6
Reload: 6/6
Lock: 4/6
Sleep: 0/6
Stun: 0/6
Where It's Found: Some of the rebels in Act Two carry this weapon, so your best bet is to stick around in an area where rebels and PMCs continuously respawn and loot the corpses for a G18C. If grave robbing isn't you thing, Drebin will sell you one for 8000 Drebin Points.
Mk.23
Damage: 2/6
Shock: 3/6
Penetration: 1/6
Stability: 4/6
Reload: 6/6
Lock: 5/6
Sleep: 0/6
Stun: 0/6
Where It's Found: At the Shadow Moses helipad in Act Four, find the truck directly in front of the main entrance to the tank hanger. The Mk.23 is under the truck. Notes: When equipped and aimed for the first time, Snake will say, "Just like old times..." and you'll earn one thousand Drebin Points.
Race Gun
Damage: 1/6
Shock: 2/6
Penetration: 1/6
Stability: 5/6
Reload: 6/6
Lock: 4/6
Sleep: 0/6
Stun: 0/6
How It's Obtained: Complete the game once on any difficulty. Notes: The Race Gun is similar to the Single Action Army in Snake Eater in that it can be used to ricochet shots off of walls.
Type 17
Damage: 2/6
Shock: 3/6
Penetration: 1/6
Stability: 4/6
Reload: 5/6
Lock: 5/6
Sleep: 0/6
Stun: 0/6
How It's Obtained: Earn the Hound Emblem (see the Emblem section for details). Notes: The Type 17 has a fully automatic rate of fire.
Desert Eagle
Damage: 3/6
Shock: 5/6
Penetration: 1/6
Stability: 2/6
Reload: 6/6
Lock: 4/6
Sleep: 0/6
Stun: 0/6
Where It's Found: Purchase this weapon from Drebin for 20000 Drebin Points. Supposedly Scarabs can also drop it, but I've never personally found one.
Desert Eagle (Long Barrel)
Damage: 3/6
Shock: 5/6
Penetration: 1/6
Stability: 2/6
Reload: 6/6
Lock: 4/6
Sleep: 0/6
Stun: 0/6
How It's Obtained: Earn the Fox emblem (see the Emblems section for details). Notes: The long barreled Desert Eagle is identical to the regular Desert Eagle, but this one has a built-in scope to make attacking distant enemies.
1911 Custom
Damage: 2/6
Shock: 3/6
Penetration: 1/6
Stability: 5/6
Reload: 6/6
Lock: 6/6
Sleep: 0/6
Stun: 0/6
How It's Obtained: The 1911 can only be obtained by entering a password in the Extras section. At this time, Konami hasn't released the password and no one has cracked it and made it public. Notes: The 1911 Custom is not required to earn the Little Gray emblem.
Thor .45-70
Damage: 5/6
Shock: 6/6
Penetration: 5/6
Stability: 2/6
Reload: 5/6
Lock: 2/6
Sleep: 0/6
Stun: 0/6
How It's Obtained: Earn the Fox Hound emblem (see the Emblems section for details). Notes: The Thor has a built-in dot sight.
Solar Gun
Damage: 0/6
Shock: 0/6
Penetration: 1/6
Stability: 6/6
Reload: 1/6
Lock: 4/6
Sleep: 0/6
Stun: 6/6
How It's Obtained: Defeat the Beast forms of the Beauty and Beast Corp and complete the Advent Palace sequence with the Rat Patrol using non-lethal tactics. Afterwards, collect the dolls left in each area to earn the Solar Gun. Remember that even if you shoot a Haven Trooper with a tranquilizer gun while they're hanging from a ceiling, they'll fall to their death and count as a kill. For more information, check out the Dolls section in this guide. Notes: The Solar Gun uses concentrated solar energy to blast away enemies. When fully charged, the Solar Gun will instantly knock an enemy out and cause them to drop any items they're carrying. A fully charged shot will also defeat Vamp with one hit. The Solar Gun's energy meter can be recharged by standing in sunlight and pressing Circle.
002.2 - Submachine Guns
P90
Damage: 2/6
Shock: 2/6
Penetration: 4/6
Stability: 4/6
Reload: 4/6
Lock: 4/6
Sleep: 0/6
Stun: 0/6
Where It's Found: The P90 is the weapon of choice by Haven Troopers, so you can first pick one up in the Advent Palace while escaping with the