Peace Walker weapons and equipment

Metal Gear Solid: Peace Walker features weapons not only from the Vietnam War and Cold War at that time but new, bizarre and advanced weapons and equipment, although some of the later ones are available only via Co-Ops. Militares Sans Frontieres needs such superior firepower as it continues on the path to becoming an independent military superpower in itself while facing opposition from armed nations across the world. Peace Walker currently has the most weapons and equipment in the Metal Gear game series, with 99 weapons and 36 items (247 weapons and 113 items including upgrades in rank).

The following is a list of weapons and equipment in Metal Gear Solid: Peace Walker. One significant feature to acknowledge is MSF's ability to conduct Research & Development (R&D) which improves the abilities of weapons and equipment. The maximum EXP required to level up is 30000 for Level 1 weapons to go to Level 2, and 30000 for Level 2 weapons to go to the maximum level (Level 3), thus amounting to 60000. (With the exception of the Patriot Assault Rifle and the M47 Dragon Missile Launcher.)

Uniforms
Metal Gear Solid: Peace Walker offers numerous uniforms suited for different tasks. Unlike in Metal Gear Solid 3: Snake Eater, you can't switch uniforms during on field; you must select your uniform in advance under MISSION PREPARATION. It is also to be noted that obtaining all of the uniforms is not required for the Mother Base Master insignia.

Normal Uniforms

 * Jungle Fatigues: Simple Olive Drab fatigues, offering the basic level of defense, main weapon storage, ammo storage, and camo index. Snake begins the game with these fatigues.


 * Leaf: Variation of Jungle Fatigues camouflage. Raises camo index in jungle environments. Obtain by completing Extra Ops 14 with S rank.


 * Tiger Stripe: Variation of Jungle Fatigues camouflage. Raises camo index near water. Found during Main Ops: "Pursuing Amanda" in at Bananal Fruta de Oro - Storage Shed.


 * Choco-Chip: Variation of Jungle Fatigues camouflage. Raises camo index in dirt or sand environments. Found by completing Extra Ops 45 with S rank.


 * Auscam: Variation of Jungle Fatigues camouflage. Raises camo index in rocky environments. Found during Main Ops: "Destroy the Barricade". It is found in a small alley way where you have to destory barricade (have to go over the wall to get there).


 * Squares: Variation of Jungle Fatigues camouflage. Raises camo index in environments with a lot of wooden buildings. Found by completing Extra Ops 30.


 * Splitter: Variation of Jungle Fatigues camouflage. Raises camo index in environments with a lot of concrete. Found during Extra Ops 59 at U.S. Missile Base, Nicaragua / Small Maintainence Dock. A Love Box is required to reach the top of the crate where the uniform is found.


 * Snake: Variation of Jungle Fatigues camouflage. Said to raise camo index in a certain environment, but where remains a mystery. Found during Extra Ops 16.


 * Neo Moss: Variation of Jungle Fatigues camouflage. Inspired by a legendary scout's camo of choice. Its look and scent forge a bond with nature, giving an extremely high camo index. Obtained after contacting The End via the codec during Extra Ops 062.


 * Stench: Variation of Jungle Fatigues camouflage. Sorely needing a wash, these fatigues are a weapon in their own right - one wiff is enough to knock out those unaccustomed to them. It will knock out the target in one choke. Found by completing Extra Ops 61 with S rank.


 * Rathalos: Provide good camo index at jungle, swamp, trees, and rocks. Attract/scare enemies when you use codec message "Kyehhhhhh!". Unlock by completing either one of the Rathalos Monster Hunter Missions (Extra Ops 121-122) with an S-Rank (Non-Lethal).
 * Tigrex: Provide good camo index at sand, trees, rocks. You can knock enemies over when you roll (Note that this is unnecessary if the soldier possess the skill "SWAT"). Unlock by defeating either one of the Tigrex Monster Hunter Missions (Extra Ops 123-124) with an S-Rank (Non-Lethal).


 * Gear Rex: Variation of Jungle Fatigues camouflage. Grants the wearer the ability to steal PSYCHE from enemies during chokehold. Unlock by defeating either one of the Gear Rex Monster Hunter Mission (Extra Ops 125-128) with an S-Rank (Non-Lethal).

Special Uniforms

 * Sneaking Suit: Special suit with a high camo index in many environments and during movement. Speeds 0_(77).jpg recovery, but has less main weapon ammo storage. For true stealth soldiers. Shares a strong resemblence as the Sneaking Suit worn in Metal Gear Solid: Portable Ops. Obtained after completing Main Ops: Attack Helicopter Battle: Mi-24A.
 * Tip: Usually a soldier will hear you when you run near them, but since the sneaking suit silences footsteps, this suit allows you to run by them without detection (provided they don't see you).


 * Battle Dress: Special combat suit with a high defense and main weapon and ammo storage. Provides a Battle_dress.jpg camo index, ideal for a mix of combat and solo sneaking. Obtained after completing Main Ops: "Peace Walker Battle 1"


 * Battle Dress w/ helmet: Battle Dress with bulletproof helmet. Further raises the already impressive defense of Battle Dress. Turns a soldier into a walking tank. Obtained after completing Extra Ops missions 22, 23, 24, 25, 26, 27, 38, 39, 40, 41, 42, 43, and 44 all with an S-Rank. Sometimes obtained from S++ rank Outer Ops. Male MSF soldier wear the helmet with the visor down while females MSF soldier wear the helmet with the visor up




 * Tip: The Battle Dress is most useful for boss fights, as this armored suit reduces the amount of damage the enemy inflicts, and enables a third main weapon slot.

Naked Uniforms
Going "naked" (i.e. just wearing pants) has reduced defense and camo index, but good weapon capacity and speed. For the gung-ho soldier -- completing missions with a "naked" uniform grants a 10% bonus to Heroism at the end of the mission. Note that each corresponds to Normal Uniforms above (except the Neo Moss, Stench, and Monster Hunter camos), and are usually acquired simultaneously. Also, if the player manages to complete 200 missions while wearing Naked Uniforms, he or she can get the Naked Enthusiast insignia.
 * Naked: Fatigues with low defense, camo index, and main weapon ammo storage, but high movement speed. Good for players who like raw, intense combat.


 * Naked (Leaf): Variation of Naked with camouflage pants. Raises camo index in jungle environments, but only half as much as full-body camo. Unlock by complete Extra Ops 014 with S-Rank.


 * Naked (Tiger Stripe): Variation of Naked with camouflage pants. Raises camo index near water, but only half as much as full-body camo. Unlock by complete Main Ops 03.


 * Naked (Choco Chip): Variation of Naked with camouflage pants. Raises camo index in dirt or sand environments, but only half as much as full-body camo. Unlock by complete Extra Ops 045.


 * Naked (Desert Auscam): Variation of Naked with camouflage pants. Raises camo index in rocky environments, but only half as much as full-body camo. Unlock by complete Main Ops 08.


 * Naked (Squares): Variation of Naked with camouflage pants. Raises camo index in environments with a lot of wooden buildings, but only half as much as full-body camo. Unlock by complete Extra Ops 030.


 * Naked (Splitter): Variation of Naked with camouflage pants. Raises camo index in environments with a lot of concrete, but only half as much as full-body camo. Obtain by complete Extra Ops 029.


 * Naked (Snake): Variation of Naked with camouflage pants. Said to raise camo index in certain enviroment, but where remains a mysery and only half as much as full-body camo. Obtain by complete Extra Ops 045.

Casual Uniforms

 * Tuxedo: A tuxedo. Though not exactly suited for combat missions, you're sure to be the best-dressed. Very low camo index. Obtain by complete Main Ops 26.
 * Note: When worn by MSF soldiers, they will wear sunglasses instead of their balaclava.


 * Miller: Same fatigues as Miller. Identical in basic characteristics to Jungle Fatigues, but LIFE recovery and movement speed are slightly higher. For men only. Obtained by complete Extra Ops 68 with S rank.


 * Amanda: Same fatigues as Amanda. Identical in basic characteristics to Jungle Fatigues, but LIFE recovery and movement speed are slightly higher. For women only. Obtained by complete Extra Ops 67 with S rank.


 * Swim Trunks: Male bathing suit. Possesses lowest attack and defense. Why anyone would wear these on a battlefield is a mystery. The only benefit is faster movement speed. Found on the pier during Extra Ops 67.


 * Bikini Top: Female bathing suit. Possesses lowest attack and defense. Why anyone would wear these on a battlefield is a mystery. The only benefit is faster movement speed. Found on the pier during Extra Ops 68. In North American versions this can be obtained by completing all Main Ops and Extra Ops. Also, collecting this uniform will result in the female unique characters wearing a bathing suit when viewed upon in the model viewer.


 * T-Shirt: Plain white t-shirt for casual wear. Identical to Jungle Fatigues in basic characteristics such as defense and weapon storage. Found during Extra Ops 01 on the upper platform.

Versus Ops Uniforms
These uniforms are usable by MSF soldiers in Versus Ops. They resemble the enemies encountered in gameplay. Snake and female MSF soldiers cannot wear these (with one exception).


 * Russian Commando: Uniform of Russian commandos who participated in the operation to take control of the U.S. Missile Base in Nicaragua. Same as Jungle Fatigues in defense and weapon storage.


 * Russian Soldier: Uniform of Russian soldiers who participated in the operation to take control of the U.S. Missile Base in Nicaragua. Same as Jungle Fatigues in defense and weapon storage.


 * Scout: Uniform of CIA mercenaries from scout missions. Identical to Jungle Fatigues in basic characteristics such as defense and weapon storage.


 * Guard: Uniform of CIA mercenaries who participated in base security missions in Costa Rica. Identical to Jungle Fatigues in basic characteristics such as defense and weapon storage.


 * Commando: Equipment of CIA mercenaries from assault missions. Identical to Jungle Fatigues in basic characteristics such as defense and weapon storage.


 * Male POW: Prison uniform worn by freed male prisoners. Identical to Jungle Fatigues in basic characteristics such as defense and weapon storage.


 * Patrolman: Uniform of CIA mercenaries who participated in field patrol missions in Costa Rica. Identical to Jungle Fatigues in basic characteristics such as defense and weapon storage.


 * Female POW: Prison uniform worn by freed female prisoners. Identical to Jungle Fatigues in basic characteristics such as defense and weapon storage.


 * Mechanic: Uniform of mechanics who worked at the AI Weapon Hangar in Nicaragua. Identical to Jungle Fatigues in basic characteristics such as defense and weapon storage.


 * Escorts: Uniform of CIA mercenaries who accompanied attack chopper and ground vehicles. Identical to Jungle Fatigues in basic characteristics such as defense and weapon storage.

Downloadable Uniforms
These uniforms are obtained via Extra >> Network >> Passcodes, or via the Network's DLC server. Note that some of these may not be listed under R&D's "Uniforms" tab. Also, the downloadable uniforms do not count towards the Uniform development acquisition rate under the Mother Base data.


 * FOX: T-shirt with the FOX insignia. Identical to Jungle Fatigues in basic characteristics such as defense and weapon storage. Become an honorary member of the legendary Special Forces unit! Obtained via a special passcode included in the Big Boss pack.
 * UNIQLO T-shirts: T-shirts designed by Uniqlo. Identical to Jungle Fatigues in basic characteristics. Now you can look good while you get your sneak on! obtained via passcodes
 * Item_hori.jpg:
 * Doritos:
 * Axe:
 * Mountain Dew:
 * Lawson:
 * Pepsi Nex:
 * UB shirts: T-shirts with anime characters on them.
 * UB Riku Nakamura Akira Arakawa ★" "★ Nakamura Akira Arakawa UB Nino," "Nakamura Akira Arakawa UB ★ Star
 * Nakamura Akira Arakawa UB mayor ★" "★ Nakamura Akira Arakawa UB" Sister "Nakamura Akira Arakawa UB ★ Maria
 * Pink: A pink uniform (w/ Naked variant).
 * Black: Black colored uniform with less than mediocre camouflage rating, similar to Jungle Fatigues in carrying capacity and also comes in a Naked variant.
 * Navy Blue: A navy blue variation of Jungle Fatigues, with a Naked variant. Somewhat lackluster camouflage.
 * White: A white uniform
 * Red: A red variation of the jungle fatigues.
 * Yellow: A yellow variation of the jungle fatigues.
 * Khaki: A khaki variation of the jungle fatigues.
 * Green: A green variation of the jungle fatigues
 * Water:
 * Tree Bark:
 * Disruptive Pattern Material (DPM): Variation of Jungle Fatigues camouflage. Raises camo index slightly when standing on jungle or dirt surfaces.
 * Comrade/Guns & Jungle:
 * Monster Hunter T-shirts
 * Monster Hunter T-shirt "Hunter"
 * Monster Hunter T-shirt "hunting spirit"
 * Monster Hunter T-shirt Festival "hunting"
 * Monster Hunter T-shirt "hunting friend"

Weapons
In Metal Gear Solid: Peace Walker, you may use an arsenal of lethal or non-lethal weapons. Although you are not required to, the game recommends that you use non-lethal weapons to stun/tranquilize enemies; using the lethal weapons against enemies, while not prohibited, is discouraged. It is instead recommended that lethal weapons be used against non-living targets or obstacles.

Note that many weapons are unavailable to the player in the demo version. To develop weapons, one usually needs to have the proper research and development level, but also to acquire the proper secret documents with schematics to build the specific weapon and upgrade. Some of these are awarded after completing missions, while others must be found (usually out of the way).

Handguns
Compact weapons which are easy to conceal hence does not affect the player's camouflage index greatly and allow it to do CQC. Handguns are equipped in the full weapon slot. These weapons can be equiped and use from behind a Shield and from within a box.



Mk. 22 Mod.0 Hush Puppy

Non-lethal, slide action tranquillizer pistol. Rounds take effect after a period of time. Upgrade to increase suppressor durability and the effectiveness of each traquillizer round. A must have weapon for avoiding lethal casualties which are crucial in gaining S-Rank for a mission. Often used with the term 'tranqing' which is the abbreviation of tranquilising which is the purpose of this weapon.
 * Mk.22 Mod.0 (Hush Puppy) Rank 1
 * Mk.22 Mod.0 (Hush Puppy) Rank 2 [GMP 2480, R&D lvl 2]
 * Mk.22 Mod.0 (Hush Puppy) Rank 3 [GMP 63740, R&D lvl 42, MDC lvl 27, INT lvl 27]
 * Mk.22 Mod.0 (Hush Puppy) Rank 4 [GMP 145230, R&D lvl 64, MDC lvl 53, INT lvl 53]
 * Mk.22 Mod.0 (Hush Puppy) Rank 5 [GMP 251970, R&D lvl 78, MDC lvl 63, INT lvl 63]
 * Tips: A headshot from this weapon to a soldier without a helmet will immediately be brought down. This is a suggested gun for achieving S-Rank in the Monster Hunter battles. Velocipreys fall asleep after a shot to the head or multiple hits to the body, but can be woken up when struck by the Boss Monster and need to be 'tranqed' again, and has an effect on the Boss Monsters too.

Banana

Though technically not a weapon, this piece of fruit is used in Hold Up missions as if it were an actual threat. EZ GUN (Life Recovery)
 * Banana Rank 1 [GMP 5260, R&D lvl 17, MSH lvl 3] - Banana Cultivation Instructions -> Extra Ops 035/Complete Mission

Special non-lethal pistol with built-in suppressor made to fire LIFE Recovery Rounds. More effective in Co-op missions as a support weapon and the upgrades powers up the shots EZ GUN (Psyche Recovery)
 * EZ Gun (Life Recovery) Rank 2 [GMP 53390, R&D lvl 46, MDC lvl 18, INT lvl 18] - EZ Gun (LR) Design Specs -> Extra Ops 032 (Cafetal Aroma Encantado: Mill)
 * EZ Gun (Life Recovery) Rank 3 [GMP 76760, R&D lvl 47, MDC lvl 28, INT lvl 28]
 * EZ Gun (Life Recovery) Rank 4 [GMP 142110, R&D lvl 63, MDC lvl 50, INT lvl 50]
 * EZ Gun (Life Recovery) Rank 5 [GMP 272810, R&D lvl 83, MDC lvl 83, INT lvl 83]

Special non-lethal pistol with built-in suppressor made to fire PSYCHE Recovery Rounds. More effective in Co-Op missions as a support weapon and the upgrades power up the shots. C96
 * EZ Gun (Psyche Recovery) Rank 2 [GMP 53390, R&D lvl 46, MDC lvl 18, INT lvl 18] - EZ Gun (PR) Design Specs -> Extra Ops 67 (Body Check Paz)
 * EZ Gun (Psyche Recovery) Rank 3 [GMP 76760, R&D lvl 47, MDC lvl 28, INT lvl 28]
 * EZ Gun (Psyche Recovery) Rank 4 [GMP 135860, R&D lvl 61, MDC lvl 48, INT lvl 48]
 * EZ Gun (Psyche Recovery) Rank 5 [GMP 256140], R&D lvl 79, MDC lvl 79, INT lvl 79)

A pistol capable of automatic fire. Similar to EVA's weapon, the Type 17 Mauser. At Rank 3 this weapon is semi-automatic, at Rank 4 it is capable of fully automatic rate of fire. The downside of Rank 4 is that the accuracy decrease and muzzle climb increased, thanks to the full auto and shorter barrel and Rank 5 gives it a larger ammo capacity, but further up the muzzle climb. It was originally used by the German Empire during World War I, but it eventually found its way into China, where it became notorious for bandit-shooting. K. Pistol
 * C96 Rank 3 [GMP 81960, R&D lvl 49] - C96 Design Specs -> Complete Extra Ops 20 with S Rank
 * C96 Rank 4 [GMP 138980, R&D lvl 62]
 * C96 Rank 5 [GMP 251970, R&D lvl 78]

A handheld compact grenade launcher. It was based on a flare gun used by the Nazi German army during World War II. Its ammunition is powerful enough to overcome tanks. Upgrades include a rifle stock to increase accuracy. When developed, MSF soldiers in Outer Ops will start wielding K. Pistol's inplace of Assault Rifles. Making it nasty against enemy troops and armoured vehicles. M19
 * Kampfpistole (Combat Pistol) Rank 4 [GMP 207730, R&D lvl 84] - Kampfpistole Design Specs -> Outer Ops 37-48
 * Kampfpistole (Combat Pistol) Rank 5 [GMP 310310, R&D lvl 92]

A .357 Magnum revolver. Rank 4 gives it a longer barrel, lowering the recoil, and Rank 5 gives it a laser sight. This gun has high stopping power that it can knock the soldier on his back with its immense force. Unfortunately enemies with body armor will require more hits, but the effects of it disorientating enemies remains the same.
 * M19 Rank 3 [GMP 76760, R&D lvl 47] - M19 Design Specs -> Complete Extra Ops 009
 * M19 Rank 4 [GMP 163980, R&D lvl 70]
 * M19 Rank 5 [GMP 268640, R&D lvl 82]



M1911A1

A truly classic semi-automatic pistol which has seen action in World War II and in modern times in shooting competitions. Has high stopping power and seven round magazine capacity of .45 ACP. Good for use as a back-up weapon. Equipped with a Suppressor at Rank 2. M1911A1 Custom
 * M1911A1 Rank 1 [GMP 2070, R&D lvl 8] - M1911A1 Design Specs -> Complete Main Ops 02
 * M1911A1 Rank 2 [GMP 21630, R&D lvl 26, INT lvl 10]

An improved variant of the M1911A1 pistol with greater overall abilities than the base model. This weapon was used by Big Boss in Operation Snake Eater. Equipped with Suppressor at Rank 4 and Rank 5. PB/6P9
 * M1911A1 Custom Rank 3 [GMP 71550, R&D lvl 45] - M1911A1 Custom Design Specs -> Extra Ops 034 (Selva de la Muerte: Bottom of Cliff)
 * M1911A1 Custom Rank 4 [GMP 123360, R&D lvl 57, INT lvl 45]
 * M1911A1 Custom Rank 5 [GMP 231140, R&D lvl 73, INT lvl 73]

Medium-caliber combat pistol. Compact and easy to carry. Equipped with a Suppressor that does not wear out at all. PM
 * PB/6P9 Rank 3 [GMP 79360, R&D lvl 48, INT lvl 28] - PB/6P9 Design Specs -> Complete Main Ops 32
 * PB/6P9 Rank 4 [GMP 167110, R&D lvl 71, INT lvl 66]

Medium-caliber combat pistol. Compact and easy to carry, so it won't impede the player's sneaking ability. Its lighter 9x18mm ammunition and semi-automatic rate of fire results in less recoil. Supply Marker
 * PM Rank 2 [GMP 7430, R&D lvl 15] - PM Design Specs -> Extra Ops 52 (Catarata de la Muerte)

This weapon is a handgun version of the Supply Marker. It has the disadvantage of taking up a valuable main weapon slot. Upgrades increase the amount of ammunition in its chamber. The design of the weapon suggests that it was based off of the EZ Gun. Strike Marker
 * Support Supply Marker Rank 3 [GMP 61130, R&D lvl 41, INT lvl 24] - Support Supply Marker Design Specs -> Complete Main Ops 05
 * Support Supply Marker Rank 4 [GMP 117110, R&D lvl 55, INT lvl 44]
 * Support Supply Marker Rank 5 [GMP 239470, R&D lvl 75, INT lvl 75]

This weapon is a handgun version of the Strike Marker although it has the disadvantage of taking up a valuable main weapon slot. Upgrades increase the amount of ammunition in its chamber. The design of the weapon suggests that it was based off of the EZ gun.
 * Support Strike Marker Rank 3 [GMP 106140, R&D lvl 43, INT lvl 25] - Support Strike Marker Design Specs -> Complete Main Ops 05
 * Support Strike Marker Rank 4 [GMP 154610, R&D lvl 67, INT lvl 53]
 * Support Strike Marker Rank 5 [GMP 260310, R&D lvl 80, INT lvl 80]

Shotguns
Shotguns offer immense firepower at short ranges. However, due to their spread, they are almost useless at long range. Shotguns take up a full weapon slot.

CAW

An experimental shotgun that fired 12-Gauge Flechettes rounds, and would have been the most powerful shotgun in the world if the project was not canceled during the eighties. One of the best weapons in-game due to its immense firepower, decent rate of fire and magazine capacity for a shotgun. This is one of the more difficult weapons to acquire, as its design specifications can only be acquired in Outer Ops missions (Namely in Outer Ops 57-60 and 65-68).


 * CAW Rank 5 [GMP 404720, R&D 97] - CAW Design Specs -> Outer Ops 49-52 and 57-60

M37

A pump action shotgun. A good choice for close range fire-fights. A fully upgraded M37 is equipped with a suppressor for taking out targets at close range without retribution. Another variant is a long-barrelled version. The long barreld version does not carry the same round upgrade that the M37's later upgrades contains, but the long barrel and stock ensures it to be more accurate and powerful.

M37 (ACM)
 * M37 Rank 2 [GMP 31400, R&D 29] - M37 Design Specs -> Extra Ops 028 (Aldea Los Despiertos)
 * M37 Rank 3 [GMP 109730, R&D 52)
 * M37 Rank 4 [GMP 188960, R&D 67, INT 53)
 * M37 Rank 5 [GMP 358890, R&D 88, INT 88]
 * M37 (Long Barrel) Rank 4 [GMP 196600, R&D 69] - Becomes available after developing M37 Rank 3

The accurized model of the M37, with a scope and longer barrel and choke for shotgun power at longer ranges. It is upgraded from the long barreled variation of the M37. The accurized model fires shotgun slugs instead of buckshot rounds. Making it much more capable to take down opponents without penalty in comparison to the other buckshot loaded versions at long distance.
 * M37 (Accurized Model) Rank 5 [GMP 389450, R&D 94] - Becomes available after developing M37 (Long Barrel) Rank 4



SPAS-12

A very reliable semi-automatic shotgun, great at close to medium range. It was originally developed in Italy. Its weight makes the gun alittle hard to use but the immense power it holds against groups makes it a force to be reckoned with. Highly effective against troops during vehicle battles. Used by escorts in the most difficult of armored vehicle, tank and helicopter battles making them a whole dangerous new threat along with the vehicle they accompany. It is only capable of semi-automatic fire. Twin Barrel
 * SPAS-12 Rank 3 [GMP 135190, R&D 60] - SPAS-12 Design Specs -> Complete Extra Ops 62
 * SPAS-12 Rank 4 [GMP 204240, R&D 71]
 * SPAS-12 Rank 5 [GMP 379260, R&D 92]

A double barreled shotgun that was originally designed for hunting purposes. Rank two saws the barrel and stock off, making it smaller, but kicking up the recoil. Ranks three, four, and five reduce the recoil, reload time, and weight. A powerful yet reliable shotgun. Twin Barrel (Rubber Slug)
 * Twin Barrel Shotgun Rank 1 [GMP 3960, R&D 12] - Twin Barrel Shotgun Design Specs -> Main Ops 3 (Bananal Fruta del Oro: Sorting Shed)
 * Twin Barrel Shotgun Rank 2 [GMP 28090, R&D 27]
 * Twin Barrel Shotgun Rank 3 [GMP 93810, R&D 47]
 * Twin Barrel Shotgun Rank 4 [GMP 162230, R&D 60]
 * Twin Barrel Shotgun Rank 5 [GMP 343610, R&D 85]

A sawed off Twin Barrel shotgun firing rubber slugs. Fires rubber slugs that knocks out enemies. At higher ranks, its reload time is decreased. This weapon is ideal for a completion of the mission with no kills, while at the same time neutralizing very hostile enemies nearby quickly. Even at longer distances, the rubber slug variation does not suffer and is very effective on groups of people. It works against the Velocipreys in the monster hunter missions for a short time until they recover and need to be fire at again. Does not work on main Monsters.
 * Twin Barrel Shotgun (Rubber Slug) Rank 3 [GMP 147920, R&D 64] - Twin Barrel Shotgun (Rubber Slug) Design Specs -> Complete Extra Ops 023
 * Twin Barrel Shotgun (Rubber Slug) Rank 4 [GMP 204240, R&D 71]
 * Twin Barrel Shotgun (Rubber Slug) Rank 5 [GMP 353800, R&D 87]

Assault Rifles
These are excellent all round weapons offering decent firepower, mobility and magazine capacity and rate of fire. Assault Rifles are equipped in the main slots.

ADM63

One of the many variants of the AK-47. Although the heavier ammunition induces greater recoil, the addition of the foregrip attempts to negate the higher recoil. Mainly used as a support weapon due to its high fire-power and high recoil. It was a modified version of the AK-47 that was produced under the Romanian military's request.
 * ADM63 Rank 3 [GMP 105540, R&D 54] - Becomes available after developed RK47 (w/ Grenade Launcher) Rank 2 - ADM63 Design Specs -> Complete Extra Ops 045

ADM65

An upgraded tactical variant of the AMD63 with decent firepower rating. It is a carbine version of the ADM63. As a Rank 5 weapon its firepower matches that of light machine guns and could substitute such weapons for lighter weight and handling albeit lower magazine capacity.
 * ADM65 Rank 4 [GMP 187836, R&D 79] - Becomes available after developed ADM63 Rank 3 - ADM65 Desing Specs -> Outer Ops 11-14 and 29-32
 * ADM65 Rank 5 [GMP 295257, R&D 90]

G11

A case-less assault rifle with amazing accuracy with very low recoil, however, it has very low stopping power. Thanks to its one design flaw (caseless ammo), the rounds "cook off", resulting in an extremely fast firing rate, for better or for worse. The easy handling of this weapon make this ideal for precision shooting such as marksman challenges. Production for this weapon was later cancelled despite its success due to the lack of a patent as well as the Reunification of Germany.
 * G11 Rank 5 [GMP 270710, R&D 76] - G11 Design Specs -> Complete Extra Ops 048 with S Rank

FAL

The primary weapon of NATO during the Cold War and known as "the right arm of the free world". The FAL is a high caliber assault rifle that was originally developed in Belgium. Although it possesses a high recoil its power, penetration and wide auto-aim range more than makes up for it. Starting at Rank 4, this weapon is equipped with a laser sight. Used by Escorts Troppers in Attack Helicopter Battles.
 * FAL Rank 2 [GMP 28550, R&D 29] - FAL Design Specs -> Extra Ops 054 (AI Weapon Hangar)
 * FAL Rank 3 [GMP 79500, R&D 45]
 * FAL Rank 4 [GMP 171780, R&D 67]

M16A1

An iconic American assault rifle with high accuracy and low recoil. Its lighter 5.56x45mm rounds makes the weapon easier to handle but has less stopping power. This weapon offers a suppressor for the base model but its variants readily accepts many upgrades and attachments. Uses 5.56x45mm ammunition and through upgrading can be outfitted with a laser sight and supressor, along with several undermount equipped variants.

Below are the corresponding variants of the M16A1, all variants are characterised by their different handguards, offer suppressors and laser sights at the highest rank. The basic model appears as the weapon of choice in almost every cutscene featured the game.

M16A1 M16A1 (Shotgun) M16A1 (Grenade Launcher) M16A1 (Smoke grenade Launcher)
 * M16A1 Rank 1
 * M16A1 Rank 2 [GMP 27040, R&D 28]
 * M16A1 Rank 3 (w/ Suppressor) [GMP 93960, R&D 50]
 * M16A1 (w/ Shotgun) Rank 4 [GMP 157900, R&D 63, INT 50] - M16A1 (STG) Design Specs -> Extra Ops 023 (Los Cantos: Canyon)
 * M16A1 (w/ Shotgun, Laser Sight) Rank 5 [GMP 289230, R&D 80, INT 80] - M16A1 (STG + Laser) Design Specs and Optical Technology (Extra Ops 016)-> Extra Ops 046 (Camino de Lava: Hillside)
 * M16A1 (w/ Grenade Launcher) Rank 4 [GMP 182200, R&D 70, INT 56] - becomes available after making M16A1 Rank 3 - M16A1 (GL) Design Specs -> Extra Ops 025 (Selva de la Leche: Jungle)
 * M16A1 (w/ Grenade Launcher, Laser Sight) Rank 5 [GMP 317010, R&D 86, INT 86] - M16A1 (GL + Laser) Design Specs and Optical Technology (Extra Ops 016) -> Extra Ops 055/Complete with S Rank
 * M16A1 (w/ Smoke Grenade Launcher) Rank 4 [GMP 178730, R&D 69, INT 55] - becomes available after making M16A1 Rank 3 - M16A1 (SGL) Design Specs -> Extra Ops 026 (Back Gate)
 * M16A1 (w/ Smoke Grenade Launcher) Rank 5 [GMP 303120, R&D 83, INT 83) - M16A1 (SGL + Laser) Design Specs and Optical Technology (Extra Ops 016) -> Complete Extra Ops 066 with S Rank

M653

A carbine model of the M16 assault rifle, making it lighter. Combined with low recoil, it's a great infiltration weapon. This weapon resembles the XM177E2 (a.k.a. Colt Model 629) and the M4 carbines (a.k.a. Colt Model 920/921/925) which all belong to the CAR-15 family of rifles. It was developed for use by Commandos, and is considered the weapon of choice by many Special Forces units. A compact substitute to the M16A1 assault rifle. Used by the first wave of Escort Trooper in Vehicle Battle.

Below are the available variants of the M653, however due to the shortened barrel length, the laser sight is not available for this weapon.

M653 M653 (Grenade Launcher)
 * M653 Rank 3 [GMP 91070, R&D 49] - M653 Design Specs -> Extra Ops 059 (Small Maintenance Dock)
 * M653 Rank 4 (w/ Suppressor) [GMP 164840, R&D 65, INT 52]
 * M653 (w/ Grenade Launcher) Rank 5 [GMP 252190, R&D 72, INT 72] - M653 (GL) Design Specs -> Extra Ops 047 (Selva de la Leche: Hillside)

M653 (Smoke grenade Launcher) M653 (Smoke Grenade Launcher)
 * M653 (w/ Shotgun) Rank 5 [GMP 252190, R&D 72, INT 72] - M653 (STG) Design Specs -> Extra Ops 048 (Back Gate)
 * M653 (w/ Smoke Grenade Launcher) Rank 5 [GMP 256820, R&D 73, INT 73] - M653 (SGL) Design Specs -> Extra Ops 049 (Underground Passage A)

Although the M203 grenade launcher mounted on the M16A1 is also mounted on the M653, the more historically correct grenade launcher is the XM148 grenade launcher

RK-47

An assault rifle with greater stopping power but greater recoil due to the heavier 7.62x39mm round. Normally would be called an AK-47, but this is the MSF's variant.

Below are the corresponding variants of the RK-47, fitted with a GP-25 grenade launcher:

RK47
 * RK47 Rank 1 [GMP 7510, R&D 19] - RK47 Design Specs -> Extra Ops 013 (Bananal Fruta de Oro: Sorting Shed)

RK-47 (Grenade Launcher)

RK-47 (Smoke Grenade Launcher)
 * RK47 (w/ Grenade Launcher) Rank 2 [GMP 33060, R&D 32] - RK47 (GL) Design Specs -> Outer Ops 1-4 and 13-16
 * RK47 (w/ Smoke Grenade Launcher) Rank 2 [GMP 36060, R&D 34] - RK47 (SGL) Design Specs -> Outer Ops 25-28 and 33-36

RPK

A heavy barreled variant of the AK-47, which makes this a light machine gun rather than an assault rifle. R&D gives it a drum magazine. Worthy enough for use against heavier targets with its decent firepower and magazine capacity.
 * RPK Rank 4 [GMP 220400, R&D 81] - RPK Design Specs -> Extra Ops 037 (Underground Passage B)
 * RPK Rank 5 [GMP 335520, R&D 94]

SUG

An Austrian assault rifle with a foregrip and bullpup configuration, making it one of the most accurate assault rifles. However, the lighter 5.56x45mm round is as weak as the M16's. Similar to the G11, this weapon is best used in precision shooting. This weapon will become a standard issue weapon of Outer Heaven forces after 1985, during the Outer Heaven uprising and Zanzibar Land rebellion.
 * SUG Rank 5 [GMP 307750, R&D 84] - SUG Design Specs -> Extra Ops 047/Complete with S Rank

Tanegashima

A legendary musket. Has a chance to either knock over enemies with high, punishing damage or generate a tornado inflicting no damage but can act as an implicit fulton recovery weapon and recovered soldiers may require medical attention due to sickness. Miller may question the player via codec about enemy soldiers hanging onto the fulton recovery helicopter while not knowing about this weapon. Its ammunition consists of lead balls.

Model Viewer description: "A surviving relic of the age of the samurai, distinguished by its handsome wood finish. While clearly ill-suited for modern warfare, there have been reports of mysterious things happening from time to time when the Tanegashima hits its mark. The most stoic of players might find a place for this in their arsenals...or not. Parts required to develop this is a random drop from Rathalos, chances are increased if the tail or wings are cut off."
 * Tanegashima Musket [GMP 330900, R&D 89] - Rathalos Wing and Japanese Patriot (Extra Ops 049) -> Complete Extra Ops 121 and 122 + Japanese Patriot/Extra Ops 049

Patriot

Large-frame assault pistol modified from an M16. Though it has intense recoil and is difficult to handle, it possesses unlimited ammo. This is the weapon The Boss used in her final battle. This weapon can be acquired by knocking out Miller during the "Date with Kaz" Extra Ops 068 and doing a body check.


 * Patriot Rank 5 [GMP 477190, R&D 99] - becomes available after developed M16A1 (w/ Shotgun) Rank 4, Patriot Design Specs and Patriot (Extra Ops 049) -> Extra Ops 068 (Body Check Kaz)

Submachine Guns
Submachine guns offer a fast rate of fire in a small package but its firepower, compared to assault rifles and heavier weapons, is mediocre shot by shot. SMGs are equipped in the full weapon slot

MAC-10

A compact sub-machine gun capable of firing over 1000 rounds per minute. Although the extremely high rate of fire results in immense recoil, it also can deal immense damage at close range. R&D allows this weapon to be equipped with a suppressor. Used by some escorts. This weapon can be used with the shield. MAC 10 (w/ Barrel Jacket)
 * M10 Rank 1 [GMP 2750, R&D 9] - R10 Design Specs -> Main Ops 03 (El Cenegal: Swamp)
 * M10 (w/ Suppressor) Rank 2 [GMP 31550, R&D 30, INT 12]

Compact, lightweight submachine gun. Its high firing speed makes it effective at stopping an enemy. The barrel jacket increases accuracy. This weapon can be used with the shield. MP5A2
 * M10 (w/ Barrel Jacket) Rank 3 [GMP 95620 R&D 49] - M10 (BJ) Design Specs -> Extra Ops 036 (Bananal Fruta de Oro: Sorting Shed)

A well-known submachine gun that has been used by military and law enforcement units worldwide firing the 9mm proprietary pistol ammo. It as well as the SD2 variant were originally created as an offshoot of the mainstay rifle of the West German military, the G3. The MP5 can be fired in conjunction with the shield. This weapon is all round an effective submachine gun. Further research and development allows a suppressor to be equipped, though, unlike the MP5SD2, it wears off. The Rank 3's level up EXP total for both level ups is 26205, equaling 52410 total. Rank 4's level up EXP total for Level 2 is 24865 and the EXP total for Level 3 is 24120. MP5SD2
 * MP5A2 Rank 3 [GMP 101700, R&D 51] - MP5A2 Design Specs -> Extra Ops 057 (Rio Del Jade)
 * MP5A2 Rank 4 [GMP 187660, R&D 69, INT 55]

A variant of the MP5 submachine gun featuring an integrated silencer which never wears off. Ideal for short to medium range stealthy kills. One of the most superior SMG's in Metal Gear Solid: Peace Walker. This weapon will later become one of the standard submachine guns for the FOXHOUND unit during the 1990s. M1928A1
 * MP5SD2 Rank 5 [GMP 428000, R&D 85, INT 90] - becomes available after developed MP5A2 Rank 4 - MP5SD2 Design Specs -> Extra Ops 037/Complete with S Rank

The Thompson large caliber submachine gun, better known as the Tommy Gun. Gained infamy during the 1920s by gangsters then by police then eventually saw action in World War II. Can't be used in conjunction with a shield, but its low recoil and high firepower make up for that. UZ61
 * M1928A1 Rank 1 [GMP 17880, R&D 19] - M1928A1 Design Specs -> Main Ops 09/Complete Mission
 * M1928A1 Rank 2 [GMP 23660, R&D 25]
 * M1928A1 Rank 3 [GMP 116890, R&D 56]

A compact Czech sub-machine gun used as a personal side arm with good mobility. This weapon provides the benefit of acceptable fully automatic firepower albeit the lower 20 round magazine but lower recoil due to the smaller calibre compared to other sub-machine guns. Its small size, ease of suppressing and wide export has seen its use in the armed forces of several countries but also ends up in the hands of terrorists. This weapon can be used with the shield.
 * Uz61 Rank 2 [GMP 41020, R&D 36] - Uz61 Design Specs -> Extra Ops 015 (Selva de la Leche: Hillside)
 * Uz61 Rank 3 [GMP 83270, R&D 45, INT 27]
 * Uz61 Rank 4 [GMP 162140, R&D 62, INT 49]

Sniper Rifles
Sniper rifles are best used for long range engagements to enemies and some even feature armor piercing rounds which allow the ability to take out enemies with helmets with less hassle.

Mosin Nagant

A bolt-action rifle produced in the range of millions in response to both World Wars where it was heavily used by Russians. Its scope features thick posts, making it ideal for targeting victims in very dim environments. Further research and development reduces weight and makes its tranquilizing rounds more effective and at the highest rank it features a suppressor making it highly ideal for taking out targets without killing and alerting them. This marks the first time in the Metal Gear series that the Mosin Nagant has been compatible with a suppressor.
 * Mosin-Nagant Rank 1 [GMP 4900, R&D 14, MDC 2] - Mosin-Nagant Design Specs -> Complete Main Ops 07
 * Mosin-Nagant Rank 2 [GMP 29370, R&D 27, MDC 10]
 * Mosin-Nagant Rank 3 [GMP 121370, R&D 54, MDC 32]
 * Mosin-Nagant Rank 4 [GMP 165610, R&D 59, MDC 57]
 * Mosin-Nagant Rank 5 [GMP 391180, R&D 91, MDC 93, INT 93]

M1C

When the US Army introduced the M1 Garand as a mass produced standard arm in World War II, its most prominent feature was its semi-automatic rate of fire. Semi-automatic rifles were often becoming more superior to the slower bolt-action rifles in intense battles. After a major design to help it prove itself as a reliable and powerful weapon it became one of the most widely known weapons in WWII. As a result, the M1C sniper adaptation was approved for service with the attached scope as the most significant feature as a distinguishing feature. R&D ups the firing rate and damage. An entry-level sniper rifle with heavy sway.
 * M1C Rank 1 [GMP 2260, R&D 7] - M1C Design Specs -> Complete Main Ops 01
 * M1C Rank 2 [GMP 31100, R&D 28]

M1C (Psyche Recovery)

Large-caliber, automatic sniper rifle. While is not the most accurate, it is capable of rapid fire. Uses PSYCHE Recovery Rounds. Offers 3 levels of zoom.
 * M1C (Psyche Recovery) Rank 3 [GMP 114710, R&D 52, INT 42] - M1C (PR) Design Specs -> Main Ops 30 (Camino de Lava: Hillside)
 * M1C (Psyche Recovery) Rank 4 [GMP 153630, R&D 56, INT 54]

M21

An American semi-automatic sniper weapon system adapted from the fully automatic yet high recoil M14 battle rifle but maintains superior penetration power. Boasts high capacity, rapid fire, and high accuracy. At the highest rank this weapon is equipped with a suppressor which makes it a favorite for those who wish to take out targets at long range lethally without retribution.
 * M21 Rank 3 [GMP 134680, R&D 58] becomes available after making M1C rank 2 - M21 Design Specs -> Main Ops 30/Complete Mission
 * M21 Rank 4 [GMP 209530, R&D 70]
 * M21 Rank 5 [GMP 396500, R&D 92, INT 92]

M700

A bolt-action hunting rifle popular with hunters as this weapon is available in numerous calibers and also serves as a base model for police and military modifications. Although it holds only four rounds and its rate of fire is impeded by bolt action, this weapon is ideal for sniping duels and possesses great stopping power. Most enemy sharpshooters employ this weapon.
 * M700 Rank 3 [GMP 81440, R&D 44] - M700 Design Specs - Complete Extra Ops 058
 * M700 (Bull Barrel) Rank 4 [GMP 221510, R&D 73]
 * M700 (Bull Barrel) Rank 5 [GMP 375200, R&D 88]

M700 (Life Recovery)

Same weapon system as the M700, but recovers the target's life such as teammates and enemies alike.
 * M700 (Life Recovery) Rank 3 [GMP 121370, R&D 54, MDC 32] - M700 (LR) Design Specs -> Complete Extra Ops 041
 * M700 (Life Recovery) Rank 4 [GMP 201540, R&D 68, MDC 54]

PTRD1941

A high-caliber anti-tank rifle used by the Soviets in WWII. Holds only one round and leaves the user immobile during reload. While slow to reload and aim, one shot is enough to incapacitate enemies towards near death if not outright killing them.
 * PRTD1941 Rank 4 [GMP 257450, R&D 82] - PTRD1941 Design Specs -> Extra Ops 050 (El Cenagal: Ravine) + Anti-Tank Rifle Design/Extra Ops 055
 * PTRD1941 Rank 5 [GMP 407150, R&D 94]

PTRS1941

A PTRD1941 upgraded from bolt-action to semi-automatic fire. Holds five rounds.
 * PTRS1941 Rank 5 [GMP 467800, R&D 96] - PTRS1941 Design Specs -> Extra Ops 049/Complete with S Rank + Anti-Tank Rifle Design/Extra Ops 055

Rail Gun

An energy weapon that utilizes electricity stored in capacitors that power electromagnets to propel a single metallic projectile at a high velocity. Acts similarly to its counterpart in Metal Gear Solid 4, but cannot be charged in single player. However assistance gained by the Rail Gun Dynamo from Co-Ops teammates is strongly recommended. Rail Gun Dynamo
 * Railgun Rank 3 [GMP 341250, R&D 75] - Railgun Design Specs and EM Weapon Design (Extra Ops 049) -> Complete Extra Ops 115 with S-Rank
 * Railgun Rank 4 [GMP 485400, R&D 89]
 * Railgun Rank 5 [GMP 683770, R&D 99]

A device with a crank handle to convert mechanical work to electrical energy to increase the firepower of the host Rail Gun. When fully charged it allows the host Rail Gun to inflict unspeakable damage towards the target. Used by a Co-Op partener to power up another player's Railgun. SVD
 * Railgun Dynamo Rank 3 [GMP 194570, R&D 76] - Railgun Design Specs and EM Weapon Design (Extra Ops 049)-> Complete Extra Ops 115 with S-Rank

The official semi-automatic sniper rifle of the Red Army during the Cold War and mass produced after winning against competing designs as well as replacing the older Mosin-Nagant rifle used in World War II. At a higher rank it utilizes a twenty-round magazine. Features a unique PSO-1 scope similar to the real world counterpart.
 * SVD Rank 2 [GMP 29370, R&D 27] - SVD Design Specs -> Extra Ops 035 (Bosque del Alba)
 * SVD Rank 3 [GMP 114710, R&D 52]
 * SVD (High Capacity) Rank 4 [GMP 177590, R&D 62]

SVD (NV)

A variant of a high-ranked SVD but equipped with a night vision scope as its main feature making it ideal for taking out targets at night without the need of night-vision goggles.
 * SVD (Night Vision) Rank 5 [GMP 401830, R&D 93] - SVD (NV) Design Specs -> Outer Ops 61-64 and 69-72

Stealth Gun

A gun that makes the target (your Co-op partner) invisible. Could be obtained early from the Peace Walker PSP Bundle Pack which included an unlock code for the Stealth Gun.
 * Stealth Gun Rank 2 [GMP 96970, R&D 58, INT 23] - Stealth Gun Design Specs -> Complete Main Ops 33
 * Stealth Gun Rank 3 [GMP 197900, R&D 77, INT 66]
 * Stealth Gun Rank 4 [GMP 281400, R&D 88, INT 90]

WA2000

Ammunition: 7.62x51mm AP Prototype semi-automatic bullpup sniper rifle developed in West Germany. Extremely rare, suffered the same fate as the later PSG-1 where although is highly accurate, the high price allows only thousands to be ever produced. This weapon utilizes armor-piercing rounds making it ideal for headshots regardless of the target's headgear. Although the scope is slow to aim with due to the awkward handling, the rifle sway is extremely reduced and the accuracy is one of the best in its class.
 * WA2000 Rank 3 [GMP 101400, R&D 48] - WA2000 Design Specs -> Extra Ops 065/Complete With S Rank
 * WA2000 Rank 4 [GMP 229500, R&D 75]
 * WA2000 Rank 5 [GMP 353910, R&D 84]

Machine Guns
Machine guns are known for their immense bullet capacity but also greater weight and are best used for fire support or as decent backup weapons with automatic rate of fire against heavy targets.

M60

An iconic American belt-fed light machine gun with high stopping power and bullet capacity to provide powerful and sustained fire against numerous and/or heavy targets. This weapon also significantly reduces the user's low mobility. However produces higher recoil than many other small arms and has a very low rate of fire. Further improvements include a shortened length which also reduces weight and does not reduce mobility and handling as much. M63A1
 * M60 Rank 1 [GMP 5110, R&D 14] - M60 Design Specs -> Main Ops 06/Complete Mission
 * M60 (Armor Piercing) Rank 2 [GMP 81190, R&D 50] - M60 (Armor Piercing) Design Specs -> Extra Ops 043/Complete Mission
 * M60 (Short Barrel) Rank 3 [GMP 182200, R&D 70]
 * M60 (Short Barrel) Rank 4 [GMP 260310, R&D 80]

Lightweight light machine gun. Uses armor piercing rounds, a big advantage against armored vehicles. The lightest machine gun in the world, making it easy to handle. It was utilized by Navy SEALs during operations in Southeast Asia. Its fully-automatic fire, high bullet capacity and easier handling and ligher weight compared to other machine guns makes this an excellent choice against armored infantry. PKM
 * M63A1 Rank 3 [GMP 164840, R&D 65] - M63A1 Design Specs -> Outer Ops 9-12 and 17-20
 * M63A1 Rank 4 [GMP 239470, R&D 75]
 * M63A1 Rank 5 [GMP 408180, R&D 91]

A Soviet produced general purpose light machine gun sometimes used for light anti-aircraft roles and has been exported to many countries. Very similar to the M60, but doesn't gain the advantage of using armor-piercing rounds. Its prominent feature is the high bullet capacity that increases with rank. Used primarily by enemy Soviet soldiers and escorts. MG3
 * PKM Rank 1 [GMP 17030, R&D 27] - PKM Design Specs -> Complete Extra Ops 028
 * PKM Rank 2 [GMP 43270, R&D 34]
 * PKM Rank 3 [GMP 133590, R&D 56]
 * PKM Rank 4 [GMP 210310, R&D 68]
 * PKM Rank 5 [GMP 341520, R&D 79]

A very powerful machinegun that was created by the West German armed forces by modifying the World War II era MG42. It possesses an extremely high rate of fire and needs to be fired in short bursts or else the recoil will be too excessive to handle, even with autoaim on. An excellent choice as a backup heavy weapon for use against heavy targets such as AI weapons, armored vehicles, tanks and helicopters. The appropriate confidential document found in an Extra Ops mission allows the user develop an armor-piercing variant, the MG3 (AP) making this gun extremely deadly especially against enemies with helmets.
 * MG3 Rank 2 [GMP 48690, R&D 37] - MG3 Design Specs -> Extra Ops 031 (Miner's Residence)
 * MG3 (Armor Piercing) Rank 3 [GMP 161370, R&D 64] - MG3 (Armor Piercing) Design Specs -> Complete Extra Ops 044

EMW Gun
 * MG3 (Armor Piercing) Rank 4 [GMP 235310, R&D 74]
 * MG3 (Armor Piercing) Rank 5 [GMP 385960, R&D 87]

A weapon that emits a beam of energy. When two soldiers connect the beams from two of these guns, they can unleash a powerfull blast of energy. This weapon requires a Co-Op partner to be useful.

M134
 * EM Wave Gun Rank 5 [GMP 691520, R&D 97, INT 82] - EM Wave Gun Design Specs and EM Weapon Design (Extra Ops 049) - Exra Ops 079/Complete with S Rank

A man-portable gatling gun. Has very good fire-power and an amazing rate of fire however the worst flaw is the immense weight which significantly reduces the mobility of the player. Only ideal for providing deadly suppressing fire for support as the user's significantly reduced mobility leaves them vulnerable to precise enemy fire at longer ranges. Note that its portability is highly exaggerated in this game as the weight (approx. 30kg in reality), recoil, electrical power requirements prevents a person from using one themself.
 * M134 Gatling Gun Rank 5 [GMP 447070, R&D 98] - M134 Design Specs -> Extra Ops 075/Complete with S Rank + M134 Design/Extra Ops 048

Rocket Launchers
Although these weapons generally have a very slow delivery of firepower they can inflict enourmous damage to targets and are best used on heavy targets such as AI weapons, armored vehicles, tanks and helicopters.

LAW

A shoulder-launched, unguided missile weapon but also light in weight giving common infantry a chance to deal significant damage towards armoured targets. It was developed to replace the Bazooka after World War II, and saw use in the Vietnam War. Although has slightly less firepower than other rocket launchers, it does not reduce the player's mobility. R&D improves its damage output - a fully upgraded LAW can be as good as the RPG-7 At a very light 2.5kg it is an excellent choice against moderately armored threats. M202A1
 * LAW Rank 1 [GMP 2460, R&D 7] - Complete Main Ops 02
 * LAW Rank 2 [GMP 53320, R&D 38]
 * LAW Rank 3 [GMP 135540, R&D 55]
 * LAW Rank 4 [GMP 232090, R&D 71]

An incendiary multi-shot rocket launcher that holds four rockets. Each individual shot is weaker than a fully-upgraded LAW, but all four rockets will deal great damage. Its downside is that the player can only hold eight rockets. This weapon is ideal for dealing a quick and immense successive barrage of explosive firepower when time is of priority.


 * M202A1 Rank 3 [GMP 175320, R&D 66] - M202A1 Design Specs -> Extra Ops 62/Complete with S Rank
 * M202A1 Rank 4 [GMP 253790, R&D 76] - M202A1 Design Specs -> Extra Ops 107/Complete with S Rank

M47
 * M202A1 Rank 5 [GMP 448340, R&D 95]

An American-made, shoulder-launched, man-portable anti-tank missile system known as the 'Dragon'. This is the most powerful missile weapon available, although the lock-on time is very short it should not be relied upon to chase high-speed targets, and a player can only carry three missiles at once. Nonetheless, this weapon is worthwhile to use for serious battles against heavy targets, known to destroy the base model AI Weapon Pupa in two hits. This weapon an be acquired by completing Extra Ops 111 with an S-rank. RPG-2
 * M47 Rank 5 [GMP 465700, R&D 98] - M47 Design Specs -> Extra Ops 111/Complete with S Rank

A shoulder-launched, unguided, reloadable missile weapon inspired by the Panzerfaust, a German anti-tank grenade launch tube used in World War II. This weapon was produced and used mainly in Communist countries under license right after World War II, although it was later replaced by the more effective RPG-7 due to the RPG-2's limited abilities.
 * RPG-2 Rank 1 [GMP 14500, R&D 12] - RPG-2 Design Specs -> Extra Ops 030 (Bananal Fruta de Oro: Sorting Shed)



RPG-7

A shoulder-launched, unguided, reloadable missile weapon capable of dealing immense explosive firepower ideal against multiple, large or heavy targets within its radius. A favorite amongst guerrilla fighters for its reliability and ease of acquisition like many mass produced weapons from the Soviet Union for anyone opposed to the Western world. Also features an attached scope with a viewfinder.

Carl Gustav
 * RPG-7 Rank 2 [GMP 45080, R&D 34] - RPG-7 Design Specs -> Extra Ops 038/Complete Mission
 * RPG-7 Rank 3 [GMP 168090, R&D 64]
 * RPG-7 Rank 4 [GMP 262470, R&D 78]

A simple, yet very powerful, versatile single-shot, reloadable rocket launcher that applies the Krupp firing system which vents exhaust from the back and thus reduces recoil. Although it possesses great firepower, the reload time is of great concern. This weapon and its associated variants were originally developed in Sweden. Carl Gustav (Multi Purpose)
 * Carl Gustav M2 Rank 2 [GMP 26290, R&D 24] - Carl Gustav M2 Design Specs -> Main Ops 15/Complete Mission
 * Carl Gustav M2 Rank 3 [GMP 142770, R&D 57]
 * Carl Gustav M2 Rank 4 [GMP 210390, R&D 66]
 * Carl Gustav M2 Rank 5 [GMP 378900, R&D 83]

Fires HEAT rounds instead, which give a much larger damage radius in exchange for damage. Great for clearing out multiple heavily armoured soldiers such as commandos and escorts concentrated together. The reload time will leave the player at a temporary disadvantage. Carl Gustav (Fulton Recovery)
 * Carl Gustav M2 (Multi Purpose) Rank 3 [GMP 135540, R&D 55] - Carl Gustav M2 (MP) Design Specs -> Extra Ops 024/Complete Mission
 * Carl Gustav M2 (Multi Purpose) Rank 4 [GMP 223410, R&D 69]
 * Carl Gustav M2 (Multi Purpose) Rank 5 [GMP 396260, R&D 86]

Allows you to capture personnel in remote or out of reach locations and capturing numerous adjacent enemies and personnel. Its long reload time will leave the player vulnerable to attack. These were modified by the MSF to incorporate Fulton Rounds that automatically Fulton aways all soldiers with in the blast range. FIM-43
 * Carl Gustav M2 (Fulton) Rank 3 [GMP 294260, R&D 74, MDC 56, INT 67] - Carl Gustav M2 (Fulton) Design Specs -> Complete Extra Ops 098
 * Carl Gustav M2 (Fulton) Rank 4 [GMP 399830, R&D 82, MDC 69, INT 71]
 * Carl Gustav M2 (Fulton) Rank 5 [GMP 513620, R&D 89, MDC 93, INT 89]

Man-portable guided surface-to-air missile. Its infrared homing system allows missiles to automatically follow locked-on targets - especially against low-flying aircraft such as helicopters. A predecessor to the FIM-92 Stinger as part of the US Army's ongoing need for better surface-to-air firepower. XFIM-92A
 * FIM-43 Rank 3 [GMP 61290, R&D 22] - FIM-43 Design Specs -> Main Ops 12/Complete Mission

An upgrade of the FIM-43 Redeye, this experimental guided surface-to-air missile launcher is yet to be codenamed 'Stinger'. Inflicts greater damage and the lock-on time is reduced than the baseline FIM-43. Sling Post
 * XFIM-92A Rank 4 [GMP 240770, R&D 73] - XFIM-92A Design Specs -> Outer Ops 5-8 and 53-56
 * XFIM-92A Rank 5 [GMP 396260, R&D 86]

A CO-OP weapon which needs 4 people to use. This can also be used by one character, in this case, the Sling Post is utilized in a manner similar to a club or a baseball bat. Enemy soldiers can be knocked out with one strike from this post. If used in this manner, Miller will berate the MSF member for utilizing it for its unintended purpose. The Sling Post is unlocked for development when MSF members manage to procure an intact Tigrex Fang from Tigrex. However, the model viewer suggests that the sling post itself is actually made out of metal and doesn't involve Tigrex's fang at all. Up to 2 can be carried by one person.

Sling Band
 * Human Slingshot Post Rank 1 [GMP 48430, R&D 51] - Tigrex Fang -> Extra Ops 123 and 124/Complete Mission

A CO-OP weapon which needs 4 people to use. A person is used as ammo. It causes fireworks when the person hits a target for some reason. It is first unlocked when MSF members manage to procure some Gear Rex mucous during Hunting Quest Gear Rex missions, and can be further upgraded when MSF acquires/develops Gear Rex Concentrate and Gear Rex Super Extract from its attack on Crater Base and Mother Base, respectively. However, whether this component actually utilizes any of these parts is unknown, as the model viewer suggests that they used a giant rubber band.
 * Human Slingshot Band Rank 1 [GMP 51330, R&D 53] - Gear REX Mucous -> Extra Ops 125 and 126/Complete Mission
 * Human Slingshot Band Rank 2 [GMP 147070, R&D 74] - Gear REX Concentrate -> Extra Ops 127/Complete Mission
 * Human Slingshot Band Rank 3 [GMP 262130, R&D 90] - Gear REX Super Extract -> Extra Ops 128/Complete Mission

Throwing Weapons
All throwing weapons allow CQC should the enemy approach too closely. By holding the fire button extra range can be gained when throwing a weapon.

Chaff Grenade

Temporarily disables or confuses enemy electronic equipment by releasing fine metal fragments, as with its previous incarnations in other Metal Gear Solid games. The Chaff Grenade is also effective against kidnappers and most AI Weapons, the only types that are not affected are the "Custom" variations of AI weapons and Metal Gear ZEKE equipped with a Radome. Empty Magazines
 * Chaff Grenade Rank 1 [GMP 20260, R&D 17, INT 3] - Chaff Grenade Design Specs -> Main Ops 10/Complete Mission
 * Chaff Grenade Rank 2 [GMP 55690, R&D 29, INT 13]
 * Chaff Grenade Rank 3 [GMP 132800, R&D 57, INT 34]
 * Chaff Grenade Rank 4 [GMP 235230, R&D 80, INT 64]
 * Chaff Grenade Rank 5 [GMP 364470, R&D 93, INT 93]

Throwable items used to divert the enemy's attention for a short while allowing the user to slip by unnoticed. Available every time the user reloads a magazine-fed weapon. Will automatically fill an empty inventory slot when in a mission.



EM Net

Allows the user to capture armored vehicles and tanks by creating a capture net and fultoning the vehicle out upon the vehicle's entry onto the EM Net target zone and successfully turning on four switches. Less effective on custom armored vehicles and tanks. Does not allow the capture of helicopters or AI weapons. NOTE: Using this weapon prevents the acquisition of an S-Rank for a mission. Fragmentation Grenade
 * Electromagnetic Net Rank 2 [GMP 147140, R&D 96, INT 96] - Electromagnetic Net Design Specs -> Extra Ops 083/Complete With S Rank

A throwable weapon dealing splash damage capable of inflicting damage to all targets or destructible obstacles within its range. The model is either the M33, M59, the M67, or the M68. Sleep Gas Grenade
 * Grenade Rank 1
 * Grenade Rank 2 [GMP 27050, R&D 30]
 * Grenade Rank 3 [GMP 66340, R&D 43]
 * Grenade Rank 4 [GMP 135860, R&D 61]
 * Grenade Rank 5 [GMP 264470, R&D 81]

Sleep gas grenade. Non-lethal. Emits a gas that induces sleep if inhaled. Significantly reduces the player's PSYCHE if they are also caught in the explosion. Upgrades enhance the grenade's sleep inducing properties. This weapon is also very effective against the monsters in the hunt missions. Even the Boss Monsters are affected by its power and can be defeated by using them. Smoke Grenade
 * Sleep Gas Grenade Rank 1 [GMP 25500, R&D 42, MDC 23] - Sleep Gas Grenade Design Specs -> Extra Ops 027/Complete with S Rank
 * Sleep Gas Grenade Rank 2 [GMP 66520, R&D 53, MDC 36]
 * Sleep Gas Grenade Rank 3 [GMP 123630, R&D 65, MDC 54]
 * Sleep Gas Grenade Rank 4 [GMP 210860, R&D 85, MDC 83]
 * Sleep Gas Grenade Rank 5 [GMP 322810, R&D 95, MDC 95]

Smoke-producing grenade. Non-lethal. Smoke will distract the enemy, obstruct enemy vision and temporarily hinder movement. Useful for distracting enemies and concealing your movements. This model is the M18 smoke grenade. Colored Smoke Grenade
 * Smoke Grenade Rank 1 [GMP 1770, R&D 7] - Smoke Grenade Design Specs -> Main Ops 01/Complete Mission
 * Smoke Grenade Rank 2 [GMP 14870, R&D 21]
 * Smoke Grenade Rank 3 [GMP 55920, R&D 39]
 * Smoke Grenade Rank 4 [GMP 126480, R&D 58]
 * Smoke Grenade Rank 5 [GMP 247810, R&D 77]

Smoke-producing grenade with added colors. Non-lethal. Smoke will obstruct enemy vision and temporarily hinder movement. Useful for distracting enemies and concealing your movements. Comes in Red, Blue, Green, Yellow, and Black - each unlocked by upgrading the Colored Smoked Grenade through R&D. This model is the M18 smoke grenade that also spews out colored smoke. Stun Grenade
 * Smoke Grenade (Red) Rank 1 [GMP 23410, R&D 40] - Smoke Grenade (Colored) Design Specs -> Main Ops 27 (El Cenegal: Swamp)
 * Smoke Grenade (Blue) Rank 2 [GMP 66520, R&D 53]
 * Smoke Grenade (Green) Rank 3 [GMP 110610, R&D 60]
 * Smoke Grenade (Yellow) Rank 4 [GMP 157730, R&D 68]
 * Smoke Grenade (Black) Rank 5 [GMP 314470, R&D 93]

A grenade capable of knocking out live enemies in its area of effect with its blinding flash and deafening sound. Also capable of blinding monsters, allowing the player to evade monsters more effectively as they attack without being able to target the player. This model is the M1168A1 stun grenade. Support Supply Marker
 * Stun Grenade Rank 1 [GMP 2660, R&D 10] - Stun Grenade Design Specs -> Main Ops 03 (Rio de Jade)
 * Stun Grenade Rank 2 [GMP 21630, R&D 26]
 * Stun Grenade Rank 3 [GMP 58350, R&D 40]
 * Stun Grenade Rank 4 [GMP 142110, R&D 63]
 * Stun Grenade Rank 5 [GMP 306140, R&D 91]

A marker for requesting support supplies from Mother Base. The marker indicates the location where the supplies are to be dropped. Support Strike Marker
 * Support Supply Marker (Thrown) Rank 2 [GMP 16220, R&D 22, INT 8] - Support Supply Marker (Thrown) Design Specs -> Main Ops 10/Complete Mission

A marker for requesting support strikes from Mother Base. The marker indicates the location of the attack.
 * Support Strike Marker (Thrown) Rank 2
 * [GMP 45690, R&D 29, INT 11] - Support Strike Marker (Thrown) Design Specs -> Complete Main Ops 13

Placeable Weapons


Anti-Tank Mine

Anti-ground vehicle landmine that temporarily immobilizes the vehicle causing damage to the vehicle and anyone too close to the explosion.
 * Anti-Tank Mine Rank 1 [GMP 3670, R&D 15] - Anti Tank Mine Design Specs -> Complete Extra Ops 029
 * Anti-Tank Mine Rank 2 [GMP 25240, R&D 31]
 * Anti-Tank Mine Rank 3 [GMP 79800, R&D 52]
 * Anti-Tank Mine Rank 4 [GMP 154100, R&D 73]
 * Anti-Tank Mine Rank 5 [GMP 268420, R&D 90]



Aerial Mine

An aerial vehicle mine that uses the same balloon system used by the Fulton to float in mid-air. Temporarily immobilizes the vehicle, inflicting significant damage to the aerial vehicle and any ground units below if the ground is at higher elevation relative to the rest of the area.

C4
 * Aerial Mine Rank 1 [GMP 10020, R&D 25] - Aerial Mine Design Specs -> Extra Ops 014 (Los Cantos: Ridge)
 * Aerial Mine Rank 2 [GMP 32460, R&D 37]
 * Aerial Mine Rank 3 [GMP 58970, R&D 43]
 * Aerial Mine Rank 4 [GMP 134650, R&D 66]
 * Aerial Mine Rank 5 [GMP 257310, R&D 87]

Originally developed in the United States and deployed in both the US Military and other Militaries worldwide, it is a plastic explosive with slightly more power than the TNT explosive used in San Heironymo Takeover. This weapon is remotely detonated by pressing the R button after planting it. Its predecessor C3 was used in Operation Snake Eater. Can be shot at to explode however the real world C4 requires a special detonator to explode and will not detonate when shot at, incinerated or consumed. Claymore
 * C4 Rank 1 [GMP 2920, R&D 12] - C4 Design Specs -> Complete Main Ops 05
 * C4 Rank 2 [GMP 21640, R&D 28]
 * C4 Rank 3 [GMP 77490, R&D 51]
 * C4 Rank 4 [GMP 115210, R&D 59]
 * C4 Rank 5 [GMP 238790, R&D 82]

Directional, anti-personnel landmine with 700 steel balls that can be propelled within a 60 degree area of effect. Originally developed by the US during the Korean War. Will inflict serious damage to anyone caught in the blast zone. Decoy
 * Claymore Rank 1 [GMP 3150, R&D 13] - Claymore Design Specs -> Extra Ops 018 (Rio del Jade)
 * Claymore Rank 2 [GMP 13220, R&D 21]
 * Claymore Rank 3 [GMP 56650, R&D 42]
 * Claymore Rank 4 [GMP 106870, R&D 56]
 * Claymore Rank 5 [GMP 201750, R&D 72]

A two-dimensional wooden decoy resembling an armed MSF soldier in jungle fatigues. Used to distract enemies, and at higher levels, it is strong enough to be used as cover. Fulton Mine
 * Decoy Rank 1 [GMP 8680, R&D 23] - Decoy Design Specs -> Extra Ops 053 (Aldea Los Despiertos)
 * Decoy Rank 2 [GMP 34130, R&D 38]
 * Decoy Rank 3 [GMP 65190, R&D 46]
 * Decoy Rank 4 [GMP 120760, R&D 61]
 * Decoy Rank 5 [GMP 209160, R&D 74]

Triggered when anyone approaches this too closely or is shot at. When triggered it will release a sleep gas and fulton all personnel in proximity at the same time. Significantly reduces the player's PSYCHE if they are also caught in the explosion.
 * Fulton Sleep Gas Mine Rank 5 [GMP 289720, R&D 62, MDC 52, INT 63] - Fulton Sleep Gas Mine Design Specs -> Complete Extra Ops 064



Magazines

A stapple of the Metal Gear Series, the magazine will distract an enemy who happens upon one placed on the ground. While distracted they will be unaware of what happens around them unless you walk dirrectly infront of them. Their are six types of magazines avaliable in Peace Walker:

MGS Magazine

A popular monthly Magazine that has a fanbase spanning from the Southern United States to the Panama Canal with a pen pal page (which especially contributed to its popularity), and circulated 1.1 million copies per month. Note: in Japan this was the MSF magazine Solid Magazine
 * Magazine Rank 1 [GMP 3150, R&D 13] - Magazine Layout -> Extra Ops 051 (Selva de la Leche: Jungle)
 * Magazine Rank 2 [GMP 15620, R&D 23]
 * Magazine Rank 3 [GMP 54340, R&D 41]
 * Magazine Rank 4 [GMP 115210, R&D 59]
 * Magazine Rank 5 [GMP 220270, R&D 77]

Sci-fi/horror themed magazine. Nearly half of the stories were written by amateurs with plots dealing with men fighting Martians, and thus aren't supposed to be taken seriously. It also has Lurid and suggestive themes. Note: in Japan this was the Weekly Famitsu magazine.
 * Solid Magazine Rank 1 [GMP 6680, R&D 20] - Hobby Magazine Layout -> Extra Ops 018/Complete Mission
 * Liquid Magazine Rank 1 [GMP 6680, R&D 20] - " "
 * Solidus Magazine Rank 1 [GMP 6680, R&D 20] - " "
 * Super Magazine Rank 1 [GMP 6680 R&D 20] - " "

Liquid Magazine

Mature literary magazine, including a must read section of real-life travel logs submitted by soldiers from around the world and ample pinups. Note: in Japan this was the Dengeki Playstation magazine

Solidus Magazine

A quarterly-issued men's lifestyle magazine for discriminatory adults. Contains articles on news, politics, special interest (including the ever popular "bonsai" corner) and its fair share of "adult content." Note: in Japan this was the Dengeki Games magazine

Super Magazine

Bimonthly women's fashion magazine. Pictorals of models in fashionable outfits also allowed for a strong following in terms of male readers. The cover indicates that this is the 23rd anniversary issue. Note: in Japan this was the Weekly Shonen magazine. The photo used for the cover in the American version was from the Famitsu Wave DVD

Cookbook

A book containing enticing recipies. Because of its smell it also distracts monsters in addition to regular soldiers. Apparently this was a monthly cooking magazine popular among would-be gourmet chefs known as the Tomeat Magazie, and the issue that the MSF had during the time of Peace Walker included a special feature that focused on a cooking show broadcast throughout 20 countries worldwide and a runaway ratings hit and included full-color photos of the recipes from the show. Also, even though it was apparently developed from Cookbook Research Notes, its description implies that the MSF simply found the cookbook somewhere. More useful than other distracting literature as it is capable of enticing both humans and monsters. Support Supply Marker
 * Cookbook Rank 1 [GMP 8010, R&D 22, INT 4] - Cookbook Research Notes -> Extra Ops 128/Complete Mission
 * Cookbook Rank 2 [GMP 26450, R&D 32, INT 7]
 * Cookbook Rank 3 [GMP 61280, R&D 44, INT 21]
 * Cookbook Rank 4 [GMP 134650, R&D 66, INT 47]
 * Cookbook Rank 5 [GMP 235090, R&D 81, INT 76]

A marker for requesting support supplies from Mother Base. The marker indicates the location where the supplies are to be dropped. Support Strike Marker
 * Support Supply Marker (Set) Rank 1 [GMP 2100, R&D 9, INT 1] - Support Supply Marker (Set) Design Specs -> Main Ops 05/Complete Mission

A marker for requesting support strikes from Mother Base. The marker indicates the location of the attack.
 * Support Strike Marker (Set) Rank 1 [GMP 37380, R&D 24, INT 4] - Support Strike Marker (Set) Design Specs -> Main Ops 05/Complete Mission

Hand-to-Hand
Stun Rod

A non-lethal melee weapon producing a large 1.5 million volts capable of overloading the enemy's central nervous system on contact and likely knock them out without dealing lethal damage to them thanks to low electrical current. The user must wait a short time between charges to use this weapon again or make do with the CQC ability offered by this weapon.

Tip: Can return a near-death soldier back to the knocked out state upon its use if the player does not wish to place the would-be recruit into Sickbay upon arrival.

Other
Note: this section pertains specifically to weapons that the player cannot use, and could only be used by the enemy, or at least, the player cannot utilize permanently.


 * Combat Knife: A knife best suited for hand to hand combat. The Peace Sentinels soldiers of many varieties usually utilized this weapon at close range during an alert upon encountering an intruder or sweep-and-destroy missions.
 * Wire: A combat wire used to subdue an opponent by thrusting it to the neck. The scout divisions of the Peace Sentinels often used these as a way to counter CQC-based attacks.
 * DShKM heavy machine gun: A Soviet-made heavy machine gun turret. The Peace Sentinels often utilized this weapon. The player can also use this weapon if someone isn't manning it.

Items
Of equal importance to weapons is the effective use of equipment to aid the user in their experience on the battlefield. Note, some of the items were originally real life products, but they were changed upon localization even down to the design.

Recovery Items
Recovery items are automatically used if LIFE reaches zero when equipped (excluding Mate Tea & Cologne) When improved through R&D all Recovery Items get better healing capabilities.

Rations

Restores a certain amount of the user's life gauge and is ideal when lying down to recover health for an extended amount of time is impractical. Automatically restores the user's health when it reaches zero when equipped. Personnel with Three-Star chef, Four-Star chef and Five-Star chef skill are needed to develop Rank 3, Rank 4 and Rank 5 rations respectively. Available in different forms when the player uses a BBQ spit on Isla del Monstruo.
 * Ration Rank 1
 * Ration Rank 2 [GMP 14420, R&D 22, MSH 5]
 * Ration Rank 3 [GMP 40070, R&D 34, MSH 14] - Requires Three Star Chef -> Extra Ops 012
 * Ration Rank 4 [GMP 67980, R&D 42, MSH 26] - Requires Four Star Chef -> Extra Ops 057
 * Ration Rank 5 [GMP 112870, R&D 48, MSH 39] - Requires Five Star Chef -> Extra Ops 060

Rare Ration

Recovers only a small amount of LIFE, obtained when the player removes the Ration from the BBQ spit too quickly. When acquiring this ration, Miller jokingly tells Snake or the MSF member who made it (depending on the player's choice) to not quit their day job.

Well Done Ration Recovers LIFE and some PSYCHE, obtained when the player removes the Ration from the BBQ spit as soon as it turns a golden brown color.

Burnt Ration Recovers only a small amount of LIFE, obtained when the player does not remove the ration from the BBQ spit after it is golden brown allowing it to turn black in color.



Curry

Recovery item that restores the user's LIFE. Instead of gainning a new rank a new type of Curry was developed. Each variant restores increasing amounts of LIFE respectively. An ideal substitute/compliment to Rations. In Japan, this was Bon Curry, the upgraded version of it was Bon Curry Gold, and the final version was Bon Curry Neo.
 * Spicy Curry Rank 1 [GMP 2880, R&D 12, MSH 5] - Curry Recipe -> Main Ops 07/Complete Mission
 * Spicy Curry Rank 2 [GMP 28850, R&D 34, MSH 16]
 * Great Curry Rank 3 [GMP 52020, R&D 40, MSH 26] - Curry Recipe -> Main Ops 07/Complete Mission
 * Great Curry Rank 4 [GMP 70760, R&D 43, MSH 37]
 * Future Curry Rank 5 [GMP 116570, R&D 49, MSH 51] - Curry Recipe -> Main Ops 07/Complete Mission



Tortilla Chips

A recovery item in the form of a tasty snack. Restores some of the user's LIFE. In Japan, this was known as Doritos.

Mate Tea
 * Tortilla Chips Rank 1 [GMP 2100, R&D 9, MSH 4] - Tortilla Chips Recipe -> Main Ops 04/Complete Mission

Tea popular in Latin America. Recovers PSYCHE. Lime Soda
 * Mate Tea Rank 1
 * Mate Tea Rank 2 [GMP 10810, R&D 19, MSH 16]
 * Mate Tea Rank 3 [GMP 40070, R&D 34, MSH 28]
 * Mate Tea Rank 4 [GMP 59650, R&D 39, MSH 32]
 * Mate Tea Rank 5 [GMP 98050, R&D 44, MSH 36]

Citrus-flavored carbonated soft drink. Highly refreshing. Recovers PSYCHE and a small amount of LIFE. NOTE: In Japan, this was Mountain Dew.
 * Lime Soda Rank 1 [GMP 4670, R&D 17, MSH 14] - Canned Soft Drink Recipe -> Main Ops 04/Complete Mission



Zero-Calorie Soda

Zero-Calorie carbonated soft drink. Provides intense refreshment. Restores much of the player's PSYCHE and a small amount of LIFE. Ideal as a backup all-round recovery item. In Japan, this was Pepsi NEX Cologne
 * Zero-Calorie Soda Rank 2 [GMP 14420, R&D 22, MSH 18] - Canned Soft Drink Recipe -> Main Ops 04/Complete Mission

A recovery item that recovers PSYCHE. In Japan, this was AXE Body Spray
 * Men's Cologne Rank 1 [GMP 2880, R&D 12] - Cologne Design Specs -> Extra Ops 11/Complete Mission

Equipment
At Rank 5, with the exception of the Stealth Camo, all battery-powered equipment can be used indefinitely without any recharge.

Analyzer Item which analyzes a personnel's abilities and best attribute. Essential when acquiring better recruits. Can also be used to analyze Vehicle/Chopper units statistics as well as weakpoints on the AI weapons at Rank 5. Gives no data from ghosts. Bandana An item which grants the player an unlimited amount of ammunition when equipped.Oddly enough the ranking system is not effected when he Bandana is equipped. Unless you want to obtain the S-rank in missions the more traditional way, avoid this equipment even though it will not prevent you from actually acquiring an S-Rank. Binoculars
 * Analyzer Rank 1 [GMP 1980, R&D 2]
 * Analyzer Rank 2 [GMP 20810, R&D 19]
 * Analyzer Rank 3 [GMP 36730, R&D 32, INT 20]
 * Analyzer Rank 4 [GMP 92980, R&D 51, INT 41]
 * Analyzer Rank 5 [GMP 161010, R&D 61, INT 61]
 * Infinity Bandana Rank 1 [GMP 565260, CMB 88, R&D 88] - Infinity Bandana Design Specs -> Extra Ops 119/Complete with S Rank

Military binoculars for long-distance surveillance and scouting. Zoom can be adjusted. Camera
 * Binoculars Rank 1

Used to take pictures and essential on Ghost Photography and Paparazzi missions. Photos are saved to your Memory Stick with the Metal Gear Solid: Peace Walker logo at the bottom left corner. Cardboard Boxes
 * Camera Rank 1

The defining mainstay of the Metal Gear Series the cardboard box family has been filled out in Peace Walker to include a maltitude of boxes with varrying uses.

Love Box The classic box that is capable of fitting two people inside but also allows the user increased access to elevated obstacles by taking the box off an leaving it in the enviornment. Also needed by the player to conclude their amorous activities in dates. Box Tank A ballistic assault box with a turret ontop that can only be used by a Co-Op partener. Despite being a tank it is still made out of cardboard and can be easily destroyed. Its own cannon can destroy it if the target is too close. Box Tank (Stun Cannon) A nonlethal assault box with a turret ontop that can only be used by a Co-Op partener. The turret fires stun rounds that do nonlethal damage. Box Tank (Smoke Shell) A nonlethal assault box with a turret ontop that can only be used by a Co-Op partener. The turret fires smoke shells.
 * Love Box Rank 1
 * Love Box Rank 2 [GMP 22840, R&D 29]
 * Love Box Rank 3 [GMP 45080, R&D 37]
 * Love Box Rank 4 [GMP 92980, R&D 51]
 * Love Box Rank 5 [GMP 212870, R&D 75]
 * Cardboard Box Tank Rank 1 [GMP 24520, R&D 44] - Cardboard Box Tank Design Specs -> Main Ops 28/Complete Mission
 * Cardboard Box Tank Rank 2 [GMP 55790, R&D 51]
 * Cardboard Box Tank Rank 3 [GMP 107580, R&D 64]
 * Cardboard Box Tank Rank 4 [GMP 145760, R&D 70]
 * Cardboard Box Tank Rank 5 [GMP 242500, R&D 83]
 * Cardboard Box Tank (Stun) Rank 2 [GMP 69130, R&D 59] - Cardboard Box Tank Design Specs -> Main Ops 28/Complete Mission
 * Cardboard Box Tank (Stun) Rank 3 [GMP 114520, R&D 67]
 * Cardboard Box Tank (Stun) Rank 4 [GMP 156870, R&D 74]
 * Cardboard Box Tank (Stun) Rank 5 [GMP 253610, R&D 86]
 * Cardboard Box Tank (Smoke) Rank 2 [GMP 64130, R&D 56] - Cardboard Box Tank Design Specs -> Main Ops 28/Complete Mission


 * Cardboard Box Tank (Smoke) Rank 3 [GMP 112210, R&D 66]


 * Cardboard Box Tank (Smoke) Rank 4 [GMP 151320, R&D 72]

Bomb Box An upgrade of the standard box with defensive capabilities. When an enemy approches the box and looks under it the box will explode like a fragmenation grenade destroying the box. In all other ways this box is the same as the Love Box.
 * Cardboard Box Tank (Smoke) Rank 5 [GMP 246200, R&D 84]


 * Box Bomb Rank 1 [GMP 27290, CMB 38, R&D 47] - Box Bomb Design Specs -> Main Ops 28 (Puerto del Alba)


 * Box Bomb Rank 2 [GMP 60790, CMB 44, R&D 54]


 * Box Bomb Rank 3 [GMP 102950, CMB 50, R&D 62]


 * Box Bomb Rank 4 [GMP 142980, CMB 56, R&D 69]

Stun Box An upgrade of the standard box with defensive capabilities. When an enemy approches the box and looks under it the box will explode like a stun grenade destroying the box. In all other ways this box is the same as the Love Box.
 * Box Bomb Rank 5 [GMP 235090, CMB 65, R&D 81]


 * Stun Box Rank 2 [GMP 64130, CMB 45, R&D 56] - Stun Box Design Specs -> Main Ops 32 (Miner's Residence)


 * Stun Box Rank 3 [GMP 107580, CMB 52, R&D 64]


 * Stun Box Rank 4 [GMP 156870, CMB 60, R&D 74]

Smoke Box An upgrade of the standard box with defensive capabilities. When an enemy approches the box and looks under it the box will explode like a stun grenade destroying the box. In all other ways this box is the same as the Love Box.
 * Stun Box Rank 5 [GMP 246200, CMB 68, R&D 84]


 * Smoke Box Rank 2 [GMP 55790, CMB 41, R&D 51] - Smoke Box Design Specs -> Main Ops 31 (Aldea Los Despiertos)


 * Smoke Box Rank 3 [GMP 96010, CMB 48, R&D 59]


 * Smoke Box Rank 4 [GMP 137430, CMB 54, R&D 67]

Rescue Box Heals the user while hiding; resembles an ambulance.
 * Smoke Box Rank 5 [GMP 209160, CMB 60, R&D 74]


 * Rescue Box Rank 1 [GMP 25440, R&D 45, MDC 36] - Rescue Box Design Specs -> Main Ops 31/Complete Mission


 * Rescue Box Rank 2 [GMP 72460, R&D 61, MDC 49]


 * Rescue Box Rank 3 [GMP 119150, R&D 69, MDC 56]


 * Rescue Box Rank 4 [GMP 170760, R&D 79, MDC 64]

Assassin's Straw Box Introduced on April Fool's of 2010. Continuing with more Assassin's Creed tie-ins, a box made of hay can function similarly to the hay piles strewn throughout Assassin's Creed - namely, dropping from normally lethal heights, complete with Altair's Eagle Dive and the sound effect that comes with it. Allows the player to drag enemy soldiers close by inside the box to knock them out quickly. Fulton Recovery System
 * Rescue Box Rank 5 [GMP 253610, R&D 86, MDC 69]
 * Assassin's Straw Box Rank 1 [GMP 18040, R&D 37] - Found in Main Ops 16 (Miner's Residence)

The method of recruiting neutralized enemies provided they are still alive. The user must position them self close or on the enemy for it to be deployed while the attached inflatable balloon sends the enemy airborne for evacuation away from the battlefield. By improving through R&D you can carry more FRS equipment. ID Card (H)
 * Fulton Recovery System Rank 1
 * Fulton Recovery System Rank 2 [GMP 5190, R&D 12]
 * Fulton Recovery System Rank 3 [GMP 23370, R&D 24]
 * Fulton Recovery System Rank 4 [GMP 87430, R&D 49]
 * Fulton Recovery System Rank 5 [GMP 164720, R&D 62]

Given to Huey by Dr. Strangelove's to gain access to her lab, but upon using it Snake discovers it to be useless much to Huey's shagrin. Night Vision Goggles (NVG)
 * ID Card (H) - Main Ops 10/Complete Mission

Electrical optical device that detects heat sources and enables vision in the dark by amplifying faint light not visible to the human eye except for ghosts. Can be modified to improve performance and battery life has also been extended. Ideal for identifying scouts, snipers and any enemy which makes an attempt to conceal themselves. Ballistic Shield
 * Night Vision Goggles Rank 1 [GMP 21680, R&D 20, INT 4] - Night Vision Goggles Design Specs -> Main Ops 06/Complete Mission
 * Night Vision Goggles Rank 2 [GMP 48030, R&D 25, INT 12]
 * Night Vision Goggles Rank 3 [GMP 122490, R&D 51, INT 33]
 * Night Vision Goggles Rank 4 [GMP 202980, R&D 69, INT 58]
 * Night Vision Goggles Rank 5 [GMP 332310, R&D 87, INT 89]

A combat shield capable of protecting a player from frontal bullet damage while in use until a sufficient amount of bullets destroys it. Also allows the user to fire one-handed at the same time to hold off enemies. Shield (Colored) The colored variant of the standard shield. Sonic Eye
 * Ballistic Shield Rank 1 [GMP 16010, R&D 19] - Ballistic Shield Design Specs -> Main Ops 11/Complete Mission
 * Ballistic Shield Rank 2 [GMP 26820, CMB 10, R&D 24]
 * Ballistic Shield Rank 3 [GMP 52020, CMB 24, R&D 40]
 * Ballistic Shield Rank 4 [GMP 115210, CMB 48, R&D 59]
 * Ballistic Shield Rank 5 [GMP 212870, CMB 75, R&D 75]
 * Ballistic Shield (Red) Rank 1 [GMP 25440, CMB 36, R&D 45] - Ballistic Shield (Color) Design Specs -> Extra Ops 055 (Heliport)
 * Ballistic Shield (Blue) Rank 2 [GMP 59130, CMB 43, R&D 53]
 * Ballistic Shield (Green) Rank 3 [GMP 84430, CMB 44, R&D 54]
 * Ballistic Shield (Yellow) Rank 4 [GMP 137430, CMB 54, R&D 67]
 * Ballistic Shield (Black) Rank 5 [GMP 242500, CMB 67, R&D 83]

A device which displays sound sources as animated circles. The higher the number the more intense and close the source is. Ideal for tracking locations of targets out of sight such as enemy personnel behind cover and ghosts. The first model could only work when lying down or against a wall, but was modified to display sound sources regardless of body position with the second model, and the rest of the models extended the battery life until the fifth model was able to consume virtually no battery power at all. Stealth Mat
 * Sonic Eye Rank 1 [GMP 11670, R&D 15, INT 3] - Sonic Eye Design Specs -> Main Ops 06/Complete Mission
 * Sonic Eye Rank 2 [GMP 26820, R&D 24, INT 10]
 * Sonic Eye Rank 3 [GMP 52020, R&D 40, INT 26]
 * Sonic Eye Rank 4 [GMP 134650, R&D 66, INT 55]
 * Sonic Eye Rank 5 [GMP 235090, R&D 81, INT 83]

A disposable mat capable of rendering the player invisible while it is equipped and you press against a wall or the ground. This equipment first appeared in Metal Gear 2, and again in Peace Walker for the second time.


 * Stealth Mat Rank 1 [GMP 201760, R&D 45, INT 9] - Stealth Mat Design Specs -> Main Ops 33/Complete Mission + Metamaterials Technology/Extra Ops 049

Stealth Camo A device which renders the player invisible and maximizes their camouflage index. Lasts for approximately 3 minutes and 19 seconds before recharge. By unequipping this equipment before its battery completely drains it can be recharged a moment and then equipped instead of waiting for it to completely drain and then completely charge. Will automatically deactivate when the player bumps into an enemy or vice versa or is caught in a blast of smoke or gas. Useless in AI weapon battles, sweep-and-destroy missions and in armoured vehicle, tank and helicopter battles if the user is already detected beforehand.
 * Stealth Mat Rank 2 [GMP 349900, R&D 85, INT 34]

NOTE: Using this item prevents the acquisition of an S-Rank for a mission.

Walkman
 * Stealth Camouflage Rank 5 [GMP 361010, R&D 88, INT 88] - Stealth Camouflage Design Specs -> Extra Ops 050/Complete with S Rank + Metamaterials Technology/Extra Ops 049
 * Take your favorite tunes with you wherever you go! Features a fixed set of tracks and an expandable playlist to accomodate downloadable content from the PlayStation Network. By upgrading through R&D a new version of the Walkman is developed instead of a better rank. Each of the five ranks make a new model of Walkman. When equipped the option to use the Walkman is added to the pause menu. In the pause menu the model of Walkman you are using is emulated through the button inputs.


 * WALKMAN (TPS-L2) Rank 1 [GMP 3410, R&D 14]


 * WALKMAN (WM-2) Rank 2 [GMP 24030, R&D 27]


 * WALKMAN (WM-EX88) Rank 3 [GMP 61280, R&D 44]


 * WALKMAN (NWD-W202) Rank 4 [GMP 123540, R&D 62]

Radars
The radar will be displayed in the upper right corner.

Surround Indicator

A radar that displays waveforms in a circular view with amplitudes as well as shades of color proportional to the proximity, position and activity of an enemy. Does not require recharging. By improving through R&D the actual location is displayed. Soliton Radar: A radar that reveals the enemy's location and vision range in real time as well as the terrain at the same elevation as the user. Extended usage over a period of time will drain its battery and any mode other than normal will disable it. Further modifications will reduce the drainage of battery power until, at Rank 5, it does not appear to drain battery power at all.
 * Surround Indicator Rank 1
 * Surround Indicator Rank 2 [GMP 22610, R&D 17, INT 7]


 * Soliton Radar Rank 1 [GMP 219300, R&D 39, INT 41] - Soliton Radar Design Specs -> Main Ops 27/Complete Mission
 * Soliton Radar Rank 2 [GMP 297070, R&D 53, INT 55]
 * Soliton Radar Rank 3 [GMP 358190, R&D 64, INT 66]
 * Soliton Radar Rank 4 [GMP 441520, R&D 79, INT 81]
 * Soliton Radar Rank 5 [GMP 485960, R&D 87, INT 89]

Other
Note: Most of these will not show up in the regular item menu on Mother Base, and in fact are only available during a specific mission.

ID Card (C) ID card stolen from enemy patrolman. Unlike the card received from Huey, this will actually enable access to Strangelove's Lab.

Jigsaw Jigsaw made of steel wire. Alternate pressing the L and R buttons to use after appoching jail bars.

Battery An item that can be procured in Extra Ops 28 and 29 (Item Recovery Missions). Note: This item cannot be accessed with even the actual mission item menu, as it is automatically sent to Mother Base regardless of whether there is an open slot in the item menu or not.

ID Card (P) ID card stolen from Strangelove. Appears to open locks inside the prison, but which ones is unclear.

Attachments
Since this game is developed after Metal Gear Solid 4: Guns of the Patriots, weapon attachments now offer the same great significance and flexibility on the battlefield. With the exception of scopes there is a lack of optical attachments for small arms as direct combat is mostly done in over-the-shoulder view.


 * Fore grip: Attached to weapons such as the M1928A1 and ADM65. Greatly increases the accuracy and absorbs the recoil.


 * Grenade Launcher: This underslung weapon ejects a 40mm projectile along a straight path (parabolic in real life) where it will explode on impact after reaching a sufficient distance. Ideal for attacking targets behind cover or when the target is not in the line of fire of bullets. This can be replaced with non-lethal smoke grenades. A handy attachment providing explosive firepower when available weapon slots for guns are always limited. In reality the 40mm rounds do not explode at close range as the round itself has a fuse designed to detonate the round upon reaching a certain distance.


 * Laser sight: An attachment which superimposes a red dot on the centre of the screen regardless of what happens to the aiming reticule. This attachment makes precision shooting such as target practice, marksman challenges or targeting specific body parts ideal. Developing weapons equipped with laser sights requires personnel with the skill 'Optical Technology'.


 * Shotgun: This 12-gauge weapon is originally used to blast open door locks where light assault rifle rounds would be mediocre at best. Provides the benefit of providing huge stopping power against targets at short range integrated into one weapon.


 * Suppressor: Attached or fixed to the front or integrated to the barrel of small arms to significantly reduce the noise they emit allowing stealthy take downs and minimising attention from the enemy. Most are rendered useless after suppressing a certain number of rounds with the exception of weapons such as the MP5SD2, PB/6P9 and the EZ Gun. The suppressor minimises the noise however in reality it only reduces the sound level by several decibels but it does significantly reduce the chance of the enemy pinpointing the precise location of the weapon.

Trivia

 * The electromagnetic wave gun's use heavily resembles the Proton Packs from the science fiction/comedy film Ghostbusters
 * The &quot;Solid&quot;, &quot;Liquid&quot;, and &quot;Solidus&quot; magazines have artwork of the respective Snakes on the cover.