Syphon Filter: Dark Mirror is a third-person shooter/stealth video game developed by SCE Bend Studio and published by Sony Computer Entertainment for PlayStation Portable and PlayStation 2. It is the fifth game in the Syphon Filter series.
The weapons used in Syphon Filter: Dark Mirror are as follows.
General overview
As with the trilogy and unlike the previous game, the gameplay is a return to the roots of the series. Players assume the role of Gabe Logan and occasionally Lian Xing, special operatives for a secret government agency. The non-linear, open-ended feel of the previous game has been reverted to a structured system of gameplay. Several types of weapons and vision modes are introduced. Players can now snap to walls (use them as cover) and shoot around corners. However, the roll ability is noticeably absent.
Following the convention introduced in The Omega Strain, weapons are now divided into five distinct categories.
- Back: this consists of various long arms, including rifles, machine guns, launchers, carbines, shotguns and similar firearms.
- Sidearm: this is made up of pistols and automatic handguns (whether they are burst-fire or fully rapid fire), some of which are automatically suppressed by default and cannot be un-silenced, while others may be able to rapid-fire.
- Auxiliary: this list is that of personal defense weapons.
- Grenades: explosives.
- Special: there is only ever one choice in this, that being the "MB-150", a sniper rifle that fires standard rounds as well as 'darts' that the player can trigger, with explosive, gas and electric darts usable.
Unlike The Omega Strain, the 'melee' category was removed, and players will now start every mission with a knife and the series-infamous taser, regardless of the mission's location. The EDT is the default taser, but is supplanted by the more powerful EPDD when the fourth Stealth Combat Specialist rating is achieved. Also unlike the previous game, all the weapons, regardless of category, cannot be dropped or otherwise removed from the player, a convention that also applies to the MB-150, but they can be swapped for different firearms in that distinct category; for example, the player can exchange an AK-47 for a SMAW rocket launcher or replace a CZ Mach 9 with a Desert Eagle. The only weapon that can never be dropped or exchanged is the MB-150, which is scripted to be removed from the player twice in the game: once in Episode 6 Part 2 and again in Episode 8 Part 5.
Single Player
Pistols
Heckler & Koch Mark 23 SD
Gabe's default pistol for the very first mission of each episode is the Heckler and Koch Mark 23 SD. With a threaded suppressor and a heavy-hitting .45 ACP round, it is the perfect tool for stealthy operatives. It's also found in a crate in the Jimmy Zhou apartments. Called the Mark 23 SD in-game.
Israeli Military Industries Jerico 941R
The Jericho 941 returns in Dark Mirror. It is used by low-ranking Peruvian Revolutionary War Council personnel in Episode 3, Part 1 as well as Zivmovic Prijateljstvo (Zivmovic Friendship) grunts in Episode 4, Part 1 and 2. This weapon can be unlocked with the second Tactical Combat Specialist badge. Called the Jerico-41 in-game.
Israeli Military Industries Jerico 941R Semi-Compact
What seems to be a general purpose Flare Gun is actually a Jericho 941 Semi-Compact. It can be unlocked and used. Interestingly, it set enemies aflame on the PSP, which counted as environment kills. The PS2 and Vita version both could not set victims afire seeing as the violence was reduced on both consoles, requiring the player to devise more ingenious methods to slay enemies so that they could achieve environment kills.
Fabrique Nationale Five seveN
The Five-seveN from the previous game appears in Dark Mirror. It is referred to as the SP-57. Players have to beat the time in the first training to unlock it. For some reason in Dark Mirror the magazine capacity is half that of its capacity in the previous game; in other words, it's reduced from 20 to 10, therefore decreasing its total ammunition count.
(A usual Five Seven would indeed have 20 rounds per magazine as was the case in The Omega Strain, but in Dark Mirror the weapon may have been subject to certain gun laws in the United States, which require users to reduce its magazine capacity to that of 10 rounds. However, given the fact that the weapon once again has 20 rounds in each magazine in Logan's Shadow, it is possible that this was not a precedent set by gun regulations but rather a developer oversight.)
Makarov PM
The Makarov is used by the weaker Red Section paramilitary mercenaries in Episode 1, Part 3, Part 4 and Part 5, as well as Episode 2, Part 2.
Israeli Military Industries Desert Eagle Mark XIX
The Desert Eagle Mark XIX is available in three distinct calibers: .50 AE, .44 Magnum, and .357 Magnum, as it also was in The Omega Strain. The former, called the Desert Express .50, is seen used by Jimmy Zhou thugs inside the apartment complex. This weapon can permanently be unlocked by completing every mission with zero deaths, and with every objective complete; ie, without failing any objectives.
The second variant can be acquired by earning the third Stealth Combat Specialist rating, and is a player-exclusive weapon. It has a suppressor, which cannot be seen in the game model but it does indeed affect the weapon's sound output, although there is no bearing whatsoever on the damage output, meaning that it can send enemies flying just as any other Desert pistol would, suppressor notwithstanding. Called the Silenced .44 in-game.
The last one is used by 'elite' Red Section goons in Episode 1 Part 5, Episode 6 and Episode 7 Part 2. Also seen in the hands of Konigsberg security team members in Episode 5 Part 1, notably the security commander. Touchstone later uses one to kill a casino guard in Episode 5 Part 2. This one is designated the Desert Sniper .357.
Mara Aramov, assuming Stone does not kill her with stealth, will use one of these pistols in a boss fight and can somehow operate it in a rapid-fire fashion.
CZ 75 "Pre-B"
Used by Zivmovic Prijateljstvo thugs in Episode 4, Part 1 and 2. Called the CZ Mach-9 in game. It is a machine pistol, allowing the player to fire in single-shot, three-round bursts or on fully automatic fire.
Intratec TEC-9
The second machine pistol introduced, this is Lian Xing's default weapon. Her version has two fire modes, three-round bursts and single-shot. The silenced version of this weapon can be unlocked and used in gameplay, the latter also equipped with a fully automatic fire mode. The TEC-9 is erroneously named TEK-9 in the game.
Just like the Silenced .44, the suppressed version of this gun somehow has the suppressor missing in the equipment menu; with the standard TEC-9 usable by Gabriel Logan in Episode 1, Part 4 and Episode 7, Part 3. In the former mission it can be acquired from Red Section goons; in the latter case it can be found from a crate. Also like the silenced Desert pistol, it generates reduced noise when fired. The suppressed variant is called the TEK-9 Silenced.
Heckler & Koch MP7
The Heckler & Koch MP7 is a machine pistol used by Red Section soldiers during the Alaskan KemSynth missions. As was the case in the previous game, it's erroneously called the MDS-7. It can fire fully automatic, single-shot or three-round bursts.
Sawed-Off Pistol
Unlocked by scoring the first Survival Tactics Expert rating. Its reduced barrel length causes devastating damage at close distance but renders it utterly useless for long-range combat. The game calls it a Sawed-Off Pistol.
Submachine Guns
MAK .45
The MAK .45 is carried by Konigsberg security and Red Section men, who are found in respectively, Episode 5 and Episode 6. Referred to as the MAK-10 .45 ACP, possibly to distinguish it from the next weapon, which is almost exactly the same but fires a different round.
MAK 9mm
The MAK -10 9mm is used in Episode 2, Parts 2 and 3 again on Red Section personnel. The '9mm' in its designation is presumably to differentiate it from the above weapon, which is almost exactly the same but fires a different round.
SITES Spectre M4
The SITES Spectre M4 is seen in the hands of Red Section goons in Episode 1, Episode 2 and is also in the hands of Jimmy Zhou's Army. The game calls it a Spectre.
Israeli Military Industries Uzi
Referred to as its actual name (Uzi) in North America and Australia/Asia, but inexplicably called UG-9 in the European version. This is primarily used by Peruvian War Revolutionary Council soldiers in Episode 3. It's later given to Janzen from Logan in Episode 4 Part 2, which is most probably a developer oversight glitch, since the weapon is never used by Zivmović Prijateljstvo personnel.
Heckler & Koch MP5A3
The Heckler & Koch MP5A3 is used by Zivmović Prijateljstvo soldiers in Episode 4. Like in the previous game, it's referred to as the MDS A3.
Heckler & Koch MP5A4
Unlocked by gaining the second Stealth Combat Specialist badge. Incorrectly called the MDS A4 Silenced, just as it was in the previous instalment.
Heckler & Koch UMP .45
The UNP .45 is carried by Konigsberg security personnel and players can unlock it by beating Training 3 without wasting a shot. Strangely, this is the only SMG that has a sniper-type scope.
(The sniper scope may be a possible reference to Call of Duty games where the UNP was usable, more specifically Modern Warfare 2 and its sequel) Interestingly, Call of Duty game guides claimed that every SMG had low stopping power, except the UNP, which had high penetration, perhaps due to its .45 rounds. However, in Modern Warfare 3, the player could also choose the SSP90 which was another submachine gun, and said weapon was claimed to have low stopping power in the game despite its real-life application as an armour-piercing weapon.
Fabrique Nationale Project 90 (P90)
This is called the SSP90 as in the previous game, and is a unique weapon; its transparent magazine carries a total of 50 armour-piercing rounds that fire almost at rifle velocity. Innovatively, it is also designed to fit all kinds of users, whether they be left- or right-handed.
It is one of a few submachine guns to have more than 30 rounds per cartridge. It is seen only in the hands of high-ranking Red Section soldiers in Episode 6 and Episode 7. It's unlocked with the first Combat Knife Specialist badge. Although the Five Seven also uses the same ammunition type, it is no longer able to supply the P90 with any more rounds, nor can the submachine gun transfer its bullets to the pistol, which was a feature introduced in The Omega Strain. This is presumably because there are no more 'par times' in Dark Mirror and Logan's Shadow.
Shotguns
Benelli M1 Super 90
The Benelli M1 Super 90 is found in the KemSynth facility in Episode 1, Part 1, 4 and 5. It is unlocked by the player if one destroys all the depleted uranium containers in Episode 4 Part 1.
Daewoo Precision Industries USAS-12 (Universal Sporting Automatic Shotgun)
One of the signature weapons of the Syphon Filter franchise is a USAS-12 automatic assault shotgun, notable for being required to defeat Jason Chance and Erich Rhoemer (the latter in Syphon Filter 3), can be used by Lian Xing, sadly only for a section of Episode 2 Part 1. However, the player can also unlock it by gaining the first badge of the Tactical Combat Specialist rating.
Mossberg 500 Mariner Cruiser
Called Shot Defender in game, this pump-action shotgun can be acquired in Episode 5 Part 1. It is permanently unlocked by completing Sana's, Yemen in record time. This would arguably not be considered worth it due to the weapon's horrible range - Yemen is possibly the hardest bonus mission to beat.
Armsel Protecta (SWD/Cobray Street Sweeper)
The Sweeper 12 gauge is an automatic shotgun with a revolver-type barrel. It is used by elite Red Section vanguards in Episodes 6 and 7. The weapon fires in single shot or on semi-auto.
Launchers
Calico HE
The Calico HE fires high explosive rounds that impact with a victim and detonate. It's unlocked by earning the fourth Survival Tactics Expert award.
Pancor Jackhammer HE
As with the Calico, this weapon's shells explode on impact with a target. It can be acquired from the third Tactical Explosives Specialist badge. The game calls it the Jackhammer HE. Needless to say, it's only devastating at close quarters, unlike the Calico.
Mk 153 Mod 0 SMAW
Available in two forms: the first is a standard, anti-infantry version that is unlocked by destroying every warhead in Episode 4. This one is simply called the SMAW.
The second one is a SMAW Anti-Tank which can only ever carry one single rocket to compensate for its devastating power, necessitating a reload every time the weapon is fired. The description is exactly the same as that of the standard SMAW, but a statement at the end adds that its rounds are specifically made to defeat heavy tank armour. Needless to say and fittingly, this is the only weapon that can damage (and destroy) the Abrams tank that Zivmovic hijacks towards the end of Episode 4.
Milkor Multi Grenade Launcher (MGL) Mk
The MGL can be unlocked by earning the third Combat Knife Specialist badge. This is more of a joke weapon than anything else; in The Omega Strain the player could spawn with almost 50 rounds with the weapon, but in this game one would have less than 10 grenades!
Assault Rifles
Israeli MIlitary Industries Galil AR
The Galil AR is used by Red Section personnel during some parts of Episodes 1 and 2; it is also wielded by Jimmy Zhou security members on Bangkok rooftops.
Colt M4A1
The M4 Carbine is an optional weapon in Episode 2, Part 3. It can permanently be unlocked for player use if one destroys the depleted uranium containers in Episode 4 Part 3.
The M4 Silenced is acquired by scoring 10 headshots in Episode 7 Part 4. In order to unlock the weapon, players are required to kill enemies with headshots on the 'Hard' difficulty setting. The weapon's inventory image is shared with the above 'M4 carbine', meaning that although the suppressor is invisible in the equipment screen, the firearm nonetheless remains silenced.
Norinco Type 56
Called the Chinese Type 56 in game, it's used by Red Section unit commander White Scorpion in Peru. Unlocked by gaining the second Combat Knife Specialist badge.
FAMAS F1
Called FAMAS in the game, this is carried by mid-ranking Zivmovic Prijateljstvo soldiers in Episode 4. It can be acquired by completing Training 2 under record time.
AK-47
The AK-47 is used by certain Zivmović Prijateljstvo soldiers in Episode 4. Players unlock it by scoring 25 headshots in Episode 6 Part 1 and headshots only count on 'Hard mode'.
Steyr AUG HBAR
The AU300 HBAR is seen in the hands of high-ranking Red Section soldiers in Episodes 4, 5 and 6. Notably, Richard Kress brandishes one when fighting against Gabe, as do RS elites who storm the casino.
RPK
The RPK is carried by Red Section heavy gunners in Episodes 6 and 7.
Heckler & Koch G11
The Heckler & Koch G11 is used by certain 'high-rank' Red Section enemies, including FCS operatives, who begin spawning in the Helsinki headquarters of the aforementioned organisation. Players may acquire it by gaining the fourth Combat Knife Specialist badge. The weapon is incorrectly called the C11, a convention that began in the previous game.
(FCS refers to Futuristic Combat System, which granted its users almost complete invulnerability against bullets and knives, with their sole weakness being electric-based attacks.)
Colt M16A2
The Colt M16A2 fires in burst-shot or single-shot. It's unlocked by destroying all the depleted uranium containers for Episode 4 Part 2.
Sniper Rifles
Model 656
The Model 656 is apparently used by Mara Aramov's guards in 'Narbonne, France'. Stone refers to it as an "AR-15" but players can never acquire it. A sniper version of this rifle is available, however, called "Stone's Rifle" (presumably in reference to Eugene Stoner). This particular weapon can be used in the aforementioned mission, and also in Sana, Yemen, a non-canon wave-defense mission where Stone, having assassinated Fatha al-Hassan, must fend off numerous thugs under his employ.
Snayperskaya Vintovka Dragunova (Dragunov SVD)
The Dragunov SVD is used by Red Section and Peruvian War Revolutionary Council snipers. It's used in Episode 1 Part 2 and Episode 3. The player can also use it in these missions, and also in Episode 2 Part 1.
Barrett M82A1M
The Barrett M82A1 fires a shot that penetrates directly through body armour, with an appropriate distinct sound signature. The downsides are the need for accuracy and its sluggish firing rate. Found in Episodes 6 and 7; the player can unlock it by gaining the third Tactical Combat Specialist badge. The previous game called it the M82 BFG, and this feature was retained.
Heckler and Koch MSG90 (MB-150)
The second default weapon for Gabe Logan is a sniper rifle designated the 'MB-150' , which can never be dropped unless the game script calls for it. This particular weapon fires 6mm shots as well as 'darts', and the player is at no point able to swap it, dispose of it or otherwise get rid of it but there are two instances where the firearm is automatically lost from one's inventory. The first is when Touchstone clobbers Gabe and uses the weapon against its owner, and the second is when it is accidentally thrown over a balcony in Gabe's attempt to evade an ambush in Bangkok. (The weapon mostly seems to resemble the "C8 rifle" introduced in The Omega Strain, which was in fact a Heckler and Koch MSG90, despite the game description asserting it is a Diemaco C8)
VSS Vintorez
Just as Gabe's second default weapon is the MB-150, Lian Xing is armed with the VSS DU. Both are exactly similar, firing 6mm and various 'dart' rounds despite looking distinctly different. Their optics are also exactly the same.
Light Machine Guns
Fabtique Nationale M249-E2 Squad Automatic Weapon (SAW)
The M249 SAW can be unlocked by finishing KemSynth Tower in record time. Like Sana, Yemen, this is a wave defense mission that requires Gabe to take out numerous enemies from a fixed position.
Explosives
M67 Fragmentation Grenade
Called simply M67 grenade, this is usable through most missions. It is a lethal device that wounds and kills those caught in its blast radius. Unlike its counterpart in Call of Duty games, which allowed players to "return" an explosive to the original owner (provided that the grenade was not "cooked" beforehand), it is impossible to throw back a grenade, a feature that is repeated in Logan Shadow. ("Cooking" a grenade is the technique of pulling the grenade's pin and holding onto it until it is about to explode, then tossing it at an enemy; this essentially allowed players to precisely bombard an objective area in the open, or clear a room filled with camping enemies. The essence is that cooking a grenade makes it impossible to throw it back at the original person who lobbed it, which obviously has fatal results for the victim)
Laser Mine
These devices project a laser path to a surface opposite the mine's location. Should anybody or anything come into contact with this laser beam, the mine will explode, burning them fatally. In order to bypass this obstacle, players can either shoot them, which detonates them (and in the process kills any unfortunate person close to the mine, including the player themselves) or diffuse them which allows whoever disarmed it to set a trap (in order to disarm them, the player must be in an uncomfortably close position and it's best to use the EDSU goggles which highlights the signature of metallic items). Mines can also explode if the player shoots them or throws an explosive at them.
They are mostly used by Red Section personnel although Goran Zivmovic's troops also set them up. They can be used in Episodes 2, 4, 5 and 6.
EMP Grenade
The electro-magnetic pulse grenade emit a powerful blast that disables unprotected electronic equipment within its blast radius for a short period of time, including the player's various goggles, an enemy's EM armour suit, computer systems and other devices without sufficient shielding. They can be found in the multiplayer training mission and also in certain sections during Episode 7.
Composite 4
C4 can be used only by Lian in Episode 2, Part 1.
Miscellaneous
Generic Flamethrower
In a callback to the original Syphon Filter's fight with Anton Girdeux in Freedom Memorial, Red Jack is seen armed with a general-purpose Flame Thrower, as is another unnamed Red Section grunt, both of whom Gabe has the distinct bad luck of encountering in gameplay. Fortunately for him, the weapon's weaknesses are exactly as that which Girdeux bore: shooting the fuel tanks on one's back would kill the user from immolation.
General Electrics M-134 Minigun
The M134 appears on the fifth bonus mission carried by the security guard hired by Jimmy Zhou. Bizarrely, it can now be used by the player. When equipped, it has the same effect as it did on Ryusaki: it will slow the user's movement to a sluggish pace.
Tasers
E.D.T. / E.P.D.D.
Knives
Fairbairn-Sykes
Paintball Guns
Generic Paintball Gun
Generic Paintball Rifle
Gadgets and Equipment
Infra Red Googles (IR)
In Dark Mirror the IRs scopes like that on the Omega Strain's DSC-1 Thermal are no longer available, but players acquire the thermal googles. They operate exactly like the aforementioned DSC-1. In the case of enemies, these googles are very useful, because users can find them even when hiding.
Night Vision Googles (NV)
The alternative to the P.I.D. Unlike The Omega Strain, you can have it in your inventory all the time. They allow you to stealthily approach enemies from behind in pitch blackness, but a user with an activated NVG who looks at an intense source of illumination (such as a bright light or a flashbang grenade explosion) will be blinded.
Electronic Device Sensing Unity Googles (EDSU)
These fictional googles, as the name suggest, find metallic devices. These are also very useful for hunting hidden evidences. Every object that you can interact with is highlighted in yellow. In contrast the rest of the environment appears red.
Personal Illumination Device (PID)
In Dark Mirror the P.I.D. is much less useful, due to the perpetual presence of Night Vision googles. The main purpose of this gadget is to let the Private Janzen cross toxic-filled pits in Episode 4, Part 2.
Rapid Traversal Line (RTL)
In Dark Mirror the Rapid Traversal Line (RTL) allows the player to make a two-way traversal over short distances.
Med Kit
Dark Mirror is the only Syphon Filter game that allow to heal you with a med kit. In fact the health-regeneration mechanic was missing from the first 4 games until Dark Mirror. In Logan's Shadow a new system is implemented whereby players who take cover when their health is low can regenerate health as long as they do not come under attacks while HP regenerates, much like Call of Duty and Halo instalments. The med kit restore 100% of the health and be found often. In multiplayer it can be used to heal your teammates.
Fire Extinguisher
The fire extinguisher can be found only in Episode 3. This is necessary to access a room in Part 1 if a flammable tank is destroyed, and also to find hidden evidence in Part 2. (Despite technically having infinite ammunition, extra 'rounds' can be bizarrely collected from a new fire extinguisher if the player already has one in their inventory)
Flak Jacket
Items
Hidden Evidence
Security Card
This card can open high level security doors in Episode 1, Part 1.
B1 Keycard
Used to open a door in the KemSynth facility that can only be operated with keycards. Found in Episode 1, Part 2.
Elevator Key
This key is found in Episode 1, Part 3 and is essential to complete the mission.
Freeman's Server Code
Found in Episode 1, Part 5.
Locker Key
Found in Episode 1, Part 5 and accesses a hidden weapons cache.
KemSynth Data Drive
Found in Episode 2, Part 1, where Lian Xing recovers stolen KemSynth data from Red Section.
Transponder Keycard
Used in Episode 2, Part 1.
Maintenance Key
Found in Episode 2, Part 3.
Security Card (Gas Room)
Found only in Episode 2, Part 3.
Yavlinsky's Fingerprint
Essential to complete Episode 5, Part 1. You can obtain it in the Viktor's suite in two different places: one on a glass and the other on a typewriter.
Security Keycard
This is essential in Episode 5, Part 1 to enter Ottokar Hall.
MI6 Recording Device
Installed by Maggie Powers' agents in Episode 5, Part 2. There are some in a room guarded by a fingerprint scanner and the others in Ottokar Hall. Of those located in the hall, there are three locations they are hidden: one on a statue, one on a pool table and the last on the bar.
Security Card (TransEuroTram)
Can be found in Episode 6, Part 1.
AIT Security Keycard (Red Section headquarter)
Found in Episode 7, Part 1.
AIT Security Keycard (Station)
Accesses the subway system at the end of Episode 7, Part 3.
Key to Zhou's Room
Found on Han Yen, Zhou's hulking bodyguard who's armed with an M134.
Heavy Weaponry
Turret
The turret can be used in various missions, including Episode 2, Part 1 (mounted on the Agency snowcat) and Episode 3. Although it has unlimited ammunition, its main weakness is overheating.
Multiplayer Exclusives
Pistols
Glock G-17
Intratec Tec-9 (Ripper_
Shotguns
Franchi SPA-12 (Browning Over-Under)
Sawed-Off Shotgun
Launchers
M79
Assault Rifles
Heckler & Koch G3A3
Colt M16K
TripBar / Ramat
Sniper Rifles
Heckler and Koch MSG90
Heckler and Koch PSG-1 Thermal
Colt AR-15
Zastava SG-76
Light Machine Guns
M60 / M60 E-3
Explosives
Anti-Personnel Mine
M18A1 Claymore Mine
M18A1 Claymore Mine Trigger
This trigger appears when a Claymore Mine is installed. It also used in Training 4.
X34 Nerve Agent
The X34 appear also as a grenade in the multiplayer.
AN/M8 Smoke Grenade
Used to disorientate the enemy.
Fictional XM-84D Flashbang
Similar purpose to the smoke grenade, but this temporarily stuns the enemy.
Gadgets and Equipment
Agency Zip Line (AZL)
In Dark Mirror the Agency Zip Line (AZL) allows the player to make a one-way traversal over great distances.
Medium Med Kit
Medium Med Kit is used to heal your teammates.
Large Med Kit
Large Med Kit is used to heal your teammates.
Items
Detonator Code
Description need to be added.
Rogue
Description need to be added.
Valve Control Wrench
Description need to be added.
Retinal Imprinter
Description need to be added.