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Metal Gear Solid: Master Collection Vol. 2

Metal Gear Solid: Master Collection Vol. 2

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Welcome to the definitive Metal Gear Solid: Master Collection Vol. 2 hub! Konami's 2023 collection brings the groundbreaking stealth-action experience to modern platforms like Xbox Series S/X, PS5, and PC. You'll infiltrate enemy fortresses, utilizing stealth to complete your missions and dive deep into the series' signature cinematic storytelling. This is the origin of the stealth action genre, offering a unique blend of tactical infiltration and thrilling narrative that defined a generation of gaming.

This guide is your essential companion for mastering every aspect of the collection. We'll break down the core gameplay mechanics, offer strategies for overcoming challenging boss encounters, and help you uncover every secret. Whether you're aiming for a perfect stealth run, seeking to unlock all achievements, or simply want to experience the full, unadulterated story, we've got you covered. Get ready to sneak your way through some of the most iconic missions in gaming history.

Part 1

Get a grip on Metal Gear Solid 4: Guns of the Patriots! This guide breaks down every button prompt, from basic movement to CQC and weapon handling. Master Snake's every move!

Alright, let's dive into Metal Gear Solid 4: Guns of the Patriots! This is Part 1, and we're going to get you familiar with the absolute basics: how to actually move and interact with the world. Think of this as getting your hands on the controller for the first time – we'll cover all the buttons and what they do so you're not fumbling around when things get intense.

Walkthrough
  1. 1
    Start Button: This one's your pause button. Hit it to bring up the game menu whenever you need a breather or want to check your inventory.
  2. 2
    Select Button: This is super handy! Pressing Select will display a description of all the controller functions on screen. It's like having a cheat sheet right there with you.
  3. 3
    Left Analog Stick: This is how you move Snake around. A slight tilt makes him walk or crawl super quietly – essential for sneaking! Push it all the way, and he'll run.
  4. 4
    Right Analog Stick: This controls your camera. You can swing it around to get a better view of your surroundings. If you press down on the stick (R3), the camera will snap right behind Snake. When you're aiming a weapon, this stick moves your crosshairs.
  5. 5
    L2 Button: This is your item menu. Hold L2 and use the Right Analog Stick to cycle through your gear. If you just tap L2, it'll equip or unequip whatever item you last had selected.
  6. 6
    R2 Button: Similar to L2, but for weapons. Hold R2 and use the Right Analog Stick to pick your firearm. A quick tap will equip or unequip your current weapon.
  7. 7
    L1 Button: This is your aiming button. Hold L1 to enter targeting mode. While aiming, use the Right Analog Stick to fine-tune your aim.
  8. 8
    R1 Button: This is your attack button. When you're holding L1 and aiming, R1 fires your weapon. If you're not aiming, R1 performs a CQC (Close Quarters Combat) attack, or just a quick punch if you tap it.
  9. 9
    Triangle Button: This is your action button. When you see a prompt on screen, Triangle lets you interact with things – like picking up items, waking up guards, or climbing ladders. While aiming, pressing Triangle switches to a first-person view.
  10. 10
    Square Button: When you're aiming, Square lets you switch between auto-aim and manual aim. Handy for different situations!
  11. 11
    Circle Button: Need to reload? Hit Circle. It's always a good idea to keep your weapon topped up, especially before a firefight.
  12. 12
    X Button: This button controls Snake's stance: stand, crouch, or go prone (lie flat). If you're running and tap X, Snake will do a roll – great for dodging or getting over small obstacles.
  13. 13
    Up/Down Directional Pad: When aiming, using the Solid Eye binoculars, or holding the camera, the D-Pad lets you zoom in or out.
Tips
  • Don't forget to use the slow walk/crawl with the Left Analog Stick! It's your best friend for staying hidden.
  • Always keep an eye on your ammo and reload when you have a safe moment. Getting caught with an empty clip is a quick way to get spotted.
  • The R1 CQC attack is surprisingly effective up close, so don't be afraid to use it if an enemy gets too near.
  • Practice switching between aiming and first-person view with Triangle – it can give you a crucial advantage.

Part 2

Metal Gear Solid: Master Collection Vol. 2 Handgun stats and locations, including the Mk2, GSR, and Five-Seven.

Weapon Stats Explained:

  • Damage: The base power of the weapon.
  • Shock: The weapon's ability to stagger enemies.
  • Penetration: How well the weapon can shoot through cover (press the cover button to crouch behind walls or objects).
  • Stability: Affects weapon sway when aiming.
  • Reload: How fast the weapon can be reloaded.
  • Lock: A weapon's range when using auto aim (minimap (the small circular map in the bottom-left corner of your screen)).
  • Sleep: How long a weapon keeps an enemy unconscious.
  • Stun: The number of stars that appear over an enemy's head when stunned.

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 be 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 (respawn) and loot the corpses for a G18C. If grave robbing isn't your 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.

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

Part 3

Metal Gear Solid: Master Collection Vol. 2 weapons guide including M10, MP7, Patriot, and more. Find where to get them and their stats.

M10

Damage: 2/6, Shock: 3/6, Penetration: 1/6, Stability: 4/6, Reload: 4/6, Lock: 4/6, Sleep: 0/6, Stun: 0/6

Where It's Found: The rebels in Act Two carry this weapon, particularly the ones being held in the Cove Valley Village. Alternatively, you can purchase this from Drebin for 3000 Points.

MP7

Damage: 1/6, Shock: 1/6, Penetration: 4/6, Stability: 5/6, Reload: 4/6, Lock: 5/6, Sleep: 0/6, Stun: 0/6

Where It's Found: PMCs in Act One's Downtown carry this weapon. You can also find them in Drebin's shop for 3000 DP.

VZ.83

Damage: 2/6, Shock: 2/6, Penetration: 1/6, Stability: 4/6, Reload: 4/6, Lock: 6/6, Sleep: 0/6, Stun: 0/6

Where It's Found: Big Mama gives you the VZ before the motorcycle chase sequence in Act Three.

Bizon

Damage: 2/6, Shock: 2/6, Penetration: 1/6, Stability: 4/6, Reload: 4/6, Lock: 6/6, Sleep: 0/6, Stun: 0/6

Where It's Found: Obtain this weapon from Drebin for 7000 Drebin Points.

MP5SD2

Damage: 1/6, Shock: 2/6, Penetration: 1/6, Stability: 4/6, Reload: 3/6, Lock: 4/6, Sleep: 0/6, Stun: 0/6

Where It's Found: The MP5 can be purchased from Drebin for 15000 Drebin Points.

Patriot

Damage: 2/6, Shock: 4/6, Penetration: 1/6, Stability: 3/6, Reload: 6/6, Lock: 4/6, Sleep: 0/6, Stun: 0/6

How It's Obtained: Earn the Big Boss emblem.

Notes: The Patriot not only has unlimited ammo, but an unlimited magazine as well. This means that Snake will never have to stop and reload while using the Patriot - a great weapon to have for the motorcycle chase in Act Three.

AK102

Damage: 2/6, Shock: 1/6, Penetration: 3/6, Stability: 3/6, Reload: 4/6, Lock: 2/6, Sleep: 0/6, Stun: 0/6

Where It's Found: This is the standard weapon for PMCs in Act One, and you find one during the prologue sequence.

M4 Custom

Damage: 2/6, Shock: 1/6, Penetration: 3/6, Stability: 3/6, Reload: 4/6, Lock: 2/6, Sleep: 0/6, Stun: 0/6

Where It's Found: Drebin gives you this weapon for free in Act One.

Mk.17

Damage: 3/6, Shock: 3/6, Penetration: 3/6, Stability: 3/6, Reload: 4/6, Lock: 2/6, Sleep: 0/6, Stun: 0/6

Where It's Found: A fairly common weapon in Act Three, the Mk.17 can also be found in the Militia Headquarters in Act One or purchased from Drebin's store for 3500 DP.

G3A3

Damage: 3/6, Shock: 3/6, Penetration: 3/6, Stability: 3/6, Reload: 3/6, Lock: 2/6, Sleep: 0/6, Stun: 0/6

Where It's Found: Some of the rebels in Act Two carry this weapon, and it can also be found in Drebin's shop with a 4000 DP price tag.

FAL Carbine

Damage: 3/6, Shock: 3/6, Penetration: 3/6, Stability: 3/6, Reload: 4/6, Lock: 2/6, Sleep: 0/6, Stun: 0/6

Where It's Found: Score this weapon from Drebin for 4500 Points.

AN94

Damage: 2/6, Shock: 1/6, Penetration: 3/6, Stability: 4/6, Reload: 4/6, Lock: 2/6, Sleep: 0/6, Stun: 0/6

Where It's Found: In Act Two's Cove Valley Village, check some of the buildings to find the AN94. You can also buy it from Drebin for 5000 DP.

XM8

Damage: 2/6, Shock: 2/6, Penetration: 3/6, Stability: 3/6, Reload: 4/6, Lock: 2/6, Sleep: 0/6, Stun: 0/6

Where It's Found: In the Power Plant area of Act Two, explore the west side of the plant to find the XM8.

Notes: The XM8 has a built-in dot sight.

Tanegashima

Damage: 3/6, Shock: 4/6, Penetration: 1/6, Stability: 4/6, Reload: 1/6, Lock: 2/6, Sleep: 0/6, Stun: 0/6

Where It's Found: This weapon is only available in Drebin's shop for a staggering one million Drebin Points. I suggest buying it in Act Five when Drebin cuts his prices by 50%.

Notes: Though it's a horrible weapon in itself, the Tanegashima has a 30% chance of creating a massive tornado that sweeps away any enemies in the area, causing them to drop any items they're carrying. This only works when fired outside, however.

HK21E

Damage: 3/6, Shock: 3/6, Penetration: 3/6, Stability: 3/6, Reload: 2/6, Lock: 1/6, Sleep: 0/6, Stun: 0/6

Where It's Found: Purchase this weapon from Drebin's store for 6000 DP.

M60E4

Damage: 3/6, Shock: 3/6, Penetration: 3/6, Stability: 3/6, Reload: 1/6, Lock: 1/6, Sleep: 0/6, Stun: 0/6

Where It's Found: PMCs in Act Two carry this weapon, or it can be bought from Drebin for 10000 Drebin Points.

PKM

Damage: 3/6, Shock: 2/6, Penetration: 3/6, Stability: 2/6, Reload: 1/6, Lock: 1/6, Sleep: 0/6, Stun: 0/6

Where It's Found: Rebel soldiers carry the PKM in the Vista Mansion area.

MK.46 Mod (a community-made modification that changes the game) 1

Damage: 2/6, Shock: 4/6, Penetration: 3/6, Stability: 3/6, Reload: 1/6, Lock: 2/6, Sleep: 0/6, Stun: 0/6

Where It's Found: The weapon can be found in Drebin's store for 9000 DP.

Twin Barrel

Damage: 4/6, Shock: 6/6, Penetration: 4/6, Stability: 1/6, Reload: 4/6, Lock: 3/6, Sleep: 0/6, Stun: 0/6

Where It's Found: The Twin Barrel is located in the locked building in the southern part of Cove Valley Village, in Act Two. If Snake gets into a firefight with the PMCs holding the rebels hostage, the PMC inside will come out, and later on the surviving rebels will head inside and explore the building. This is the same building that contains the South American rebel costume.

M870 Custom

Damage: 4/6, Shock: 6/6, Penetration: 4/6, Stability: 2/6, Reload: 1/6, Lock: 2/6, Sleep: 0/6, Stun: 0/6

Where It's Found: In the Northwest corner of the Confinement Facility in Act Two is a small shed that contains the M870. It's also found in Drebin's shop sporting a 30000 DP price tag.

Saiga-12

Damage: 4/6, Shock: 6/6, Penetration: 4/6, Stability: 2/6, Reload: 5/6, Lock: 2/6, Sleep: 0/6, Stun: 0/6

Where It's Found: Snake can buy this weapon from Drebin for 40000 DP.

M14EBR

Damage: 3/6, Shock: 3/6, Penetration: 4/6, Stability: 2/6, Reload: 4/6, Lock: 0/6, Sleep: 0/6, Stun: 0/6

Where It's Found: Many PMC snipers use the M14, so you can find them around Downtown in Act One. You can also buy it from Drebin for 9000 DP.

DSR-1

Damage: 4/6, Shock: 5/6, Penetration: 5/6, Stability: 2/6, Reload: 3/6, Lock: 0/6, Sleep: 0/6, Stun: 0/6

Where It's Found: At least one of the snipers in Act One that Otacon warns you about carries this weapon.

Part 4

Find details on the SVD, VSS, Mosin Nagant, M82A2, Rail Gun, XM25, MGL-140, RPG-7, M72A3, Javelin, FIM-92A, Grenades, and more in Metal Gear Solid: Master Collection Vol. 2.

SVD

Damage: 2/6, Shock: 4/6, Penetration: 5/6, Stability: 1/6, Reload: 4/6, Lock: 0/6, Sleep: 0/6, Stun: 0/6

Where It's Found: Besides being a weapon carried by some PMC snipers, you can find the SVD in Cove Valley Village in Act Two. You can also buy the SVD from Drebin for 18000 Drebin Points.

VSS

Damage: 2/6, Shock: 2/6, Penetration: 5/6, Stability: 2/6, Reload: 4/6, Lock: 0/6, Sleep: 0/6, Stun: 0/6

Where It's Found: In Act Two, take the west path from the Power Plant to reach a part of the Confinement Facility that isn't in the midst of a skirmish between the rebels and PMCs - but does have several rebel POWs. You'll find the VSS in a large building with a partially destroyed floor.

Notes: The VSS comes equipped with a silencer that never needs to be replaced.

Mosin Nagant

Damage: 0/6, Shock: 4/6, Penetration: 5/6, Stability: 1/6, Reload: 2/6, Lock: 4/6, Sleep: 4/6, Stun: 0/6

Where It's Found: Purchase this weapon from Drebin for 60000 DP.

M82A2

Damage: 6/6, Shock: 6/6, Penetration: 6/6, Stability: 1/6, Reload: 5/6, Lock: 0/6, Sleep: 0/6, Stun: 0/6

Where It's Found: You can buy this weapon from Drebin for 200000 Points.

Rail Gun

Damage: 1-6/6, Shock: 6/6, Penetration: 6/6, Stability: 3/6, Reload: 2/6, Lock: 0/6, Sleep: 0/6, Stun: 0/6

Where It's Found: Snake automatically gains this weapon after defeating Crying Wolf.

Notes: The Rail Gun's level of charge determines the amount of damage it inflicts, so it's damage can range from one to six.

XM25

Damage: 5/6, Shock: 6/6, Penetration: 0/6, Stability: 1/6, Reload: 4/6, Lock: 0/6, Sleep: 0/6, Stun: 0/6

Where It's Found: Purchase this weapon from Drebin for 80000 Drebin Points. It's also occasionally dropped by Haven Troopers.

MGL-140

Damage: 5/6, Shock: 6/6, Penetration: 0/6, Stability: 1/6, Reload: 1/6, Lock: 0/6, Sleep: 0/6, Stun: 0/6

Where It's Found: Snake automatically gains this weapon after defeating Raging Raven in Act Three.

RPG-7

Damage: 6/6, Shock: 6/6, Penetration: 0/6, Stability: 1/6, Reload: 4/6, Lock: 0/6, Sleep: 0/6, Stun: 0/6

Where It's Found: In Act One's Red Zone, you'll find two RPG's - one in a building northwest of where Snake meets the MK.II, and another in a small inlet right next to the entrance to the rebel's safe house. You can also find numerous other RPG's in the safe house itself.

M72A3

Damage: 5/6, Shock: 6/6, Penetration: 0/6, Stability: 2/6, Reload: 5/6, Lock: 0/6, Sleep: 0/6, Stun: 0/6

Where It's Found: In the Marketplace in Act Two, find a small inlet on the left side of the main street behind the first few stalls. You can also purchase this weapon from Drebin for 40000 Points.

Javelin

Damage: 6/6, Shock: 6/6, Penetration: 0/6, Stability: 1/6, Reload: 4/6, Lock: 0/6, Sleep: 0/6, Stun: 0/6

Where It's Found: After meeting Drebin behind the Power Station in Act Two, take the southern of the two paths in the northwest corner. Near a small overhang in the corner is a Javelin along with some other weapons and items. If you don't mind the steep price, Drebin will sell you one for 150000 DP.

FIM-92A

Damage: 6/6, Shock: 6/6, Penetration: 0/6, Stability: 1/6, Reload: 4/6, Lock: 0/6, Sleep: 0/6, Stun: 0/6

Where It's Found: In Act Four, jump into the back of the truck in the Nuclear Disposal Facility in Shadow Moses to find a FIM. There's also another one located in the northwest corner of the inner compound of the Power Plant in Act Two - you'll need to turn off the current and use the power lines to cross over the wall, though. Otherwise, Drebin's got them in stock for 100000 Drebin Points each.

Grenade

Damage: 5/6, Shock: 6/6, Sleep: 0/6, Stun: 0/6

Where It's Found: Many soldiers carry standard grenades - just hold up and search a few and you're bound to find one eventually.

Petro Bomb

Damage: 4/6, Shock: 4/6, Sleep: 0/6, Stun: 0/6

Where It's Found: The rebels in Act One use these the most, and you can find some directly across the street from where you begin Act One, in a narrow alley to the north. Drebin also has them in stock for 100 Drebin Points.

White Phosphorus Grenade

Damage: 5/6, Shock: 6/6, Sleep: 0/6, Stun: 0/6

Where It's Found: While escaping from the Advent Palace with the Rat Patrol in Act One, a box of WP grenades can be found on the staircase behind the bar leading down to the first floor. WP grenades are pretty common, however, so you can find them in a myriad of other locations throughout the game. Drebin also sells them for 110 Drebin Points per box.

Stun Grenade

Damage: 0/6, Shock: 6/6, Sleep: 0/6, Stun: 5/6

Where It's Found: As with the other grenades, stun grenades are scattered throughout the five acts, but specifically can be found in the second floor of the Advent Palace in Act One, just behind a claymore mine in a dead end.

Chaff Grenade

Damage: 0/6, Shock: 0/6, Sleep: 0/6, Stun: 0/6

Where It's Found: On the Shadow Moses helipad in Act Four.

Notes: Chaff grenades don't have any effect on humans. Instead, they temporarily scramble any electronic devices (like Scarabs, Gekkos, surveillance cameras) in the area, allowing Snake to walk by without being noticed.

Smoke Grenade

Damage: 0/6, Shock: 0/6, Sleep: 0/6, Stun: 0/6

Where It's Found: Smoke grenades are extremely common, so you can find them just about anywhere. Specifically, check out the second floor stairs in the Advent Palace in Act One to find some. Drebin will also sell them for 100 DP.

Notes: Even though its stats suggest that it doesn't effect enemies, smoke grenades will cause any enemies caught in the blast to be temporarily blinded and go into a coughing fit.

Smoke Grenade (Yellow)

Damage: 0/6, Shock: 0/6, Sleep: 0/6, Stun: 0/6

Where It's Found: Purchase them from Drebin for 100 Drebin Points after completing the game once.

Notes: Any enemy in the grenades blast radius will begin laughing uncontrollably.

Smoke Grenade (Red)

Damage: 0/6, Shock: 0/6

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