Syphon Filter: The Omega Strain is the fourth installment in the Syphon Filter franchise, and the first to be released on the Playstation 2. It was developed by SCE Bend Studios (formerly known as Eidetic) and published by Sony Computer Entertainment. It was released in May 2004 in North America, and in June 2004 in Europe. The Omega Strain takes place an unspecified amount of time after the events of Syphon Filter 3. Following the destruction of the Syphon Filter virus, the Agency, now known as the International Presidential Consulting Agency (IPCA), falls under the control of series protagonist Gabe Logan. The Agency is now dedicated to battling all forms of terrorism. However, not long after the IPCA is established, outbreaks of a new biological agent are reported across the world, with increasing evidence that it behaves like the original Syphon Filter virus.
The game remains unique in the Syphon Filter franchise for its focus on the now-defunct online multiplayer feature, which allowed for up to a maximum of 4 players in co-operation. Certain objectives in select missions could only be legitimately completed with other players, rendering the game impossible to 100% complete without exploiting glitches or the use of cheating devices. (However, certain objectives can still be completed offline with a glitch)
It is also unique for putting the player in control of a new recruit to the IPCA, rather than Gabe Logan, Lian Xing or any of the other main characters (although four distinct characters are playable, one for each bonus mission), and for featuring immensely extensive character customisation and, correspondingly, a surprisingly overwhelming abundance of weapons, the majority of which being firearms - possibly one of the largest armories in a single PS2 title.
Due to the nature of this article, it is currently under construction and may not necessarily be considered complete.
WARNING, THIS PAGE CONTAINS SPOILERS! Do NOT read further unless you want to know more about the game!
Weapons in the game are classified into five distinct categories:
- Back, which represents a large range of primary weapons (rifles, shotguns, grenade and missile launchers, general purpose machine guns, carbines, and certain special weapons - this contains the largest quantity of weapons of all the categories)
- Sidearm, which is entirely composed of pistols (some of which may operate in rapid-fire, making them automatic or semi-automatic, others featuring built-in, non-removable or integral suppressors)
- Auxiliary, which represents mostly submachine guns and shortened rifles
- Grenade, which is self-explanatory
- Melee, which is again easily interpreted as mostly bladed and certain non-lethal weapons. Despite being ranged weapons, unlike the others which are knives, throwing stars, or other close-contact instruments, the franchise-infamous "air taser" is present in this class in two forms, as the "E.D.T." and "E.P.D.D.".
A large amount of weapons were cut or rendered unavailable through normal means (whether by unlocking them or by finding them on enemies or weapon boxes), some of which were later reused in name or in purpose in later games, such as Dark Mirror or Logan's Shadow. These weapons can however be accessed via one of two methods; the Magic box glitch, or through the use of cheating devices, such as Action Replay.
Consistently with the rest of the games in the franchise, revolvers are absent from The Omega Strain. However, as a departure from the PS1 trilogy, shotguns now mostly fire buckshot rather than singular projectiles, with the exception of certain firearms in this category, which are demarcated as being specifically loaded with slugs. All buckshot-discharging shotguns fire exactly five projectiles, with a rough quincunx pattern. As is common with most video games, ammunition between shot-firing and slug-firing shotguns is not interchangeable, nor is there any way to alternate between the two ammunition archetypes without switching weapons altogether.
All shotguns in the game appear to be victims of a developer oversight: the firing sound allocated to said weapons is followed by the sound of a pump action, even though almost every weapon in this category is either semi-automatic or capable of fully-automatic fire.
As a new addition to the series, a rather unique game mechanic allows players to draw from the ammunition pool of other weapons if they run out of ammo with one, provided that the chamberings match. For example, were the player to run dry on ammo with their Biz-9 (PP-19 Bizon in 9x19mm), and should they be armed with a 9mm pistol such as the G-17 (Glock 17), they will draw the equivalent of one magazine for the submachine gun (32 rounds) from the G-17's reserves. This system allows players to plot and optimise their loadout based on whether they expect to be able to find suitable ammunition on the field. This is also immensely important for players given the fact that there is a "par-time" for each mission, a time limit specific to that mission which determines how much time the average person would reasonably need to complete the objectives for that specific mission. This restriction is contingent on the number of objectives the player must complete, the general difficulty of each objective, the map size, the quantity of estimated opposition, the artificial intelligence, weapons for that map, and various other factors. Most missions, with the dubious exception of bonus missions and some non-bonus ones requiring heavy stealth, will have a par time" for both offline and multiplayer modes.
The AKM is available in the game as the AK-47, with an accurate 30-round capacity, but a rather elevated rate of fire (it seems to be much higher in the game than the real life 600 RPM). It can be identified as an AKM, and not a true AK-47 proper, through close observation of the receiver texture; it displays the small indentation of an AKM, indicating a stamped receiver, rather than the large indentation of a milled-receiver AK-47, despite the absence of a visible slanted muzzle brake.
The AKM is not unlockable, but can be predominantly found in the hands of Spetsnaz personnel in the Belarus 1 and 2 stages, as well as on the Ukraine-situated enemies of the same faction.
A second version can be acquired via cheats and/ or the magic box. This one is referred to as "Base".
A similar weapon, which the game refers as the China type 56, is also available. It is presumably meant to stand in for a Norinco Type 56, and is described in the game as having a lower rate of fire than the original AK-47 (which is blatantly false in real life). Despite that, it lacks the "pig sticker" bayonet, and in fact appears to simply be the same as the AK-47, including performance (with the same elevated rate of fire) and reusing the same model, with a simple retexture of the wood furniture, which appears lighter.
The China type 56 can be unlocked by obtaining the Republic of Korea Service Award medal, which requires the completion of specific objectives.
The M4A1 with the older 4-position stock is referred to by the game as simply the M4. Magazine capacity is a correct 30 rounds. Strangely enough, when pressing L1 to use first person aiming, the game displays a sniper-type optic reticle, despite the visible lack of optics on the weapon, both in the equipment selection and the inventory view.
The M4 can be unlocked after obtaining the rank of Investigative Operations Commander (C5).
An M16 variant (with triangular handguards, birdcage flash hider, and semi-automatic fire only, resembling in form and function an M16 SP1 with A1 handguards) can be used in the game. The same general model is used for three weapons, referred to in game as the M16, the M16 A1 and the M16 A2, respectively. Both the former two feature an erroneous magazine capacity of 24 rounds, despite being seen with 30-round magazines, while the latter has a correct magazine capacity of 30 rounds. Aside from capacity, there is no discernible distinction between the three weapons whatsoever: the M16 A2 lacks its usual rounded handguards (given that it shares its weapon model with the M16 and M16 A1), and is even incorrectly capable of firing in full-auto, despite the real-life M16A2 being only capable of three-round bursts at the most. The equipment menu description states that the M16 A2 is the current service model of the US military. Even at the time of the game's release (2004), however, it was incorrect; the M16A4 is in service since 1998.
The standard M16 can be found at the shooting range of the IPCA training center.
The M16 A1 can be unlocked after obtaining the rank of Investigative Officer (O2). It can also be found at the shooting range of the IPCA training center.
The M16 A2 can be unlocked after obtaining the rank of Intelligence Supervisor (C3).
Colt Model 933
The Colt Model 933 with the older 4-position stock is referred to by the game as the M4 carbine. Despite the game's callsign, it has no relation whatsoever to the weapon simply called M4 (see above entry, Colt M4A1, for more information). Features an incorrect 24-round magazine, an always-collapsed stock, and a slightly oversized handguard.
The Colt 933 can be unlocked by obtaining the rank of Investigative Supervisor (C2).
A cut weapon, which reuses the Model 933's weapon model, is listed in the game as the M4_M203, but besides this name change it is otherwise no different from the "M4 carbine" and lacks any text in the equipment menu description. It is possible that this is an unfinished weapon, which was meant to be a combination of Model 933 and the M203 grenade launcher.
FA MAS F1
The FAMAS F1 is present in the game as the FA-MAS. It features a correct 25-round magazine capacity, and a somewhat reduced rate of fire compared to its real-life equivalent.
The FA-MAS can be unlocked by obtaining the Advanced Combat Specialist (ACS) rating, which requires 600 kills. It is also commonly found used by the ALA riflemen in the Carthage 1 and 2 levels.
FN FAL 50.61 Paratrooper
The FAL 50.61 Paratrooper is present in the game as the FAL. It features an incorrect 24-round magazine capacity and also appears to be missing its carrying handle. There also exists a scoped variant, known as the FAL SG-1 in the game. The latter is fitted with a variable zoom optic which is visible on the weapon model, but is semi-automatic, and benefits from an even more incorrect 30-round magazine.
The FAL can be unlocked by obtaining the Expert Combat Specialist (ECS) rating, which requires 900 kills.
The FAL SG-1 can be unlocked after receiving the Homeland Security Service Citation medal, which requires the completion of specific objectives. It is also used by snipers posted by Nikolai Jandran on certain vantage points near the university where the maniacal scientist's labs are located.
Heckler and Koch G11 K2
The Heckler & Koch G11K2 returns once again in the Syphon Filter franchise as the C11, featuring an incorrect magazine capacity of 50 rounds (the true G11K2 had 45-round magazines), and also an incorrect callsign. The weapon can be unlocked by curing the Omega Strain and thereby obtaining the United Nations Peace Award medal. It is also found in the hands of heavily armoured shocktroopers in the Minsk level, and in the hands of several elite commandos in the underground tunnels of the Ukraine level. Consistently with previous games, the C11 is one of the best assault rifles in the game, with a variable zoom optic, full-auto capability, inordinately large magazine capacity and relatively decent total ammunition pool. The main problem with this particular weapon, as was the case in the previous games, is that unless the player finds C11's on dead enemies, extra ammunition is virtually impossible to scavenge. Its next downside is the blazing fast firing rate which is rather ironic given its sniper scope, and which severely limits its auto-aim ability, with users strongly advised to stick to manually aiming down sights to conserve ammo.
Another version of C11 exists in the game during the Ukraine level. It's absolutely the same but has minor changes in description.
Heckler and Koch G36
The Heckler & Koch G36 is present in the game as the SG-36, with inaccurately modelled carry handle and stock, and an also erroneous 24-round magazine capacity. This rifle features an optic with variable zoom, and semi-automatic mode only, consistent with the weapon's in-game role; that of a sniper rifle.
It is notable for being the weapon of choice of ALA sniper Jean Fournier, who is posted above the entrance of the theater in the Carthage 2 level. His weapon can be obtained if his body is forced off his sniping position, e.g. with a grenade, but can also be accessed in the sewerage area of this mission.
The SG-36 can also be found on snipers in the Myanmar level.
A cut weapon using the same model also exists, called the MC-36. It features the same optic as the SG-36 and full-auto capability, as well as a now-incorrect 32-round capacity. The MC-36's description seems to indicate it was meant to be a Heckler & Koch MG36, but the weapon model does not show a drum, nor does the weapon have a 50-round capacity as indicated on the equipment menu description.
The MC-36 is a cut weapon, and is therefore unobtainable through normal means; it can only be acquired through the Magic Box Trick and/or cheats.
Another version of MC-36 is presented in the game as a cut weapon called "Base". It's also available via cheats and/or the magic box.
Heckler and Koch G36V
The Heckler & Koch G36V is a cut weapon in the game as the C-36 rifle, with incorrectly modelled carry handle and stock. It differs from the regular G36 due to the lack of dual optics. Strangely enough, the rifle is also only capable of firing three-round bursts in the game. This has a correct 30-round magazine capacity.
Another cut weapon, referred to as the C3 assault rifle by the game, reuses the same model as the C-36. However, given its cartridge (7.62 NATO), description, and in game behavior (24-round magazine, capable of full-auto fire at a slow rate of fire), it seems to be a placeholder model, since the weapon was clearly meant to be a G3.
Because both weapons are cut, they are unobtainable through normal means, requiring the use of the Magic Box Trick and/or cheats to be used.
Heckler and Koch HK33A2
The Heckler & Koch HK33A3 is present in the game as the G 33E. It features a 24-round capacity, one round off the real life 25-round magazine. The weapon appears to be missing both a rear and a front sight.
The G 33E can be unlocked by obtaining the Intermediate Combat Specialist (ICS) rating, which requires 300 kills.
A cut weapon, referred to as the 33 SC-1 with the same weapon model and statistics, can also be found through the use of cheats and/or the Magic Box Trick. It is identical in every way, with the exception of being semi-automatic only. It is possible that the 33 SC-1 is an unfinished weapon and was meant to be a "sniper" version of the G33E.
Heckler and Koch XM29 OICW
The OICW is referred to by the game as simply the OICW, presumably an abbreviation for Objective Individual Combat Weapon. It is a cut weapon, with no description in the equipment menu, which can only be obtained through the use of cheats and/or the Magic Box Trick. It has an incorrect 15-round magazine capacity for the rifle, an unusable grenade launcher (much like the Colt M4/M203), and only seems to shoot in high-recoiling, three-round bursts.
Heckler and Koch 51
An HK51 is present in the game as the G 51 A3. It features an incorrect magazine capacity of 24 rounds. Despite the equipment menu description proclaiming the weapon to fire "5.56 AP" ammunition, the damage model, the shape of the collapsible stock (which resembles that of a G3KA4) and that of the magazine all seem to point out that it is in fact a 7.62mm firearm. While it fires armour piercing rounds, it presumably has no problem being reloaded with other types of 5.56mm rounds.
IMI Galil AR
The IMI Galil AR is present in the game, referred to as the Galil AR. Although it features a 24-round magazine, it is depicted with an extended magazine of hilariously exaggerated length which appears to be capable of fitting far more than 24 rounds. It is also fitted with a full, wooden stock, reminiscent to that of a Valmet M76.
The Galil AR can primarily be found in the Yemen 1 level, used by Yemeni Liberation Authority goons.
The Norinco SKS-D is present in the game as the SKS. Featuring a wildly inaccurate magazine capacity of 50 rounds, it is also somehow capable of fully-automatic fire, despite real-life SKS rifles being semi-automatic. Amusingly enough, this makes the SKS in the game more useful than the AK-47, despite being based on an older design, because of its greater magazine capacity (and improved stability).
The SKS-D cannot be unlocked, but can be found in the hands of Spetsnaz foot soldiers in the Belarus 2 level.
A cut variant called the SKS SG1 can be found in the game, presumably as an unfinished weapon. It is essentially a retextured SKS with a winter camouflage pattern. The name and description seem to indicate that it was meant to be fitted with a scope or other optical attachment, but it is absent from the weapon model, and only the standard aiming reticle appears in first person aiming mode. Curiously, this variant has the correct magazine capacity of 30 rounds and correctly functions in semi-automatic only, as it would in real life.
A second cut variant called the SKSM can also be found in the game. The description claims that the weapon is fitted with a folding stock, but it is invisible on the weapon model, which is recycled from the SKS and simply a re-textured, this time with a synthetic black finish. This variant features, once again, an incorrect 24-round capacity, capable of firing in full-auto just like the standard SKS.
SA vz. 58V
The SA vz. 58V is a cut weapon, known in the game as the CZ-58. The weapon appears to be missing its stock, and is fitted with an unknown optic. It is featured with an incorrect 32-round magazine, as opposed to the real-life 30. In addition, the weapon in the game is incapable of fully automatic fire, instead strangely shooting only in three-round bursts.
The SG550 is present in the game as two versions: the SSG 550, which features an erroneous 24-round capacity; and the SSG 550 Sniper, with an also inaccurate 8-bullet magazine size. The regular SSG 550 is capable of fully automatic fire, while the Sniper variant is semi-automatic only. Contrary to what the equipment menu description claims, the SSG 550 Sniper recoils heavily as though it was firing a more powerful round, despite being chambered for the same cartridge, possibly because of its status as a long-range weapon.
The SSG 550 can be unlocked by obtaining the rank of Investigative Analyst Specialist (O8).
The SSG 550 Sniper is unobtainable through normal means, and can only be acquired through cheating and/or use of the Magic Box Trick.
Steyr Advanced Combat Rifle
The Steyr ACR is available in the game, simply known as the ACR. The magazine capacity is an incorrect 15-round, as opposed to the true Steyr ACR's 24. The in-game ACR is only capable of semi-automatic fire, and benefits from a three-tier variable zoom optic. The weapon is one of only two firearms in the game that are loaded with flechette rounds, the second being the air pistol.
The ACR can be unlocked by obtaining the Expert Combat Sharp Shooter (ECSS) rating, which requires 750 headshot kills. It is also seen in the Lorelei salvage rig, both usable by the player and by Lawrence Mujari.
The Vektor R4 is present in the game as the Vek R4. Despite the model showing a 50-round magazine, the in game magazine capacity is an incorrect 30 instead. The weapon appears to be missing its bipod, and the folding stock is incorrectly shaped. The equipment menu claims that it is bizarrely chambered in "5.56 Incendiary", but inexplicably, it seems no different from any other 5.56 NATO weapons in the game, and the ammunition pool can in fact be refilled with other 5.56 NATO weapons.
The Vek R4 is only featured in the Myanmar level, where it is the primary weapon of most SLORC (State of Law and Order Restoration Council) thugs.
The Zastava M70B1 is featured in the game as the Stava M70 B1. It features an incorrect 32-round magazine capacity, and a rather reduced rate of fire, which appears to be slower than what it would be in real life. It is otherwise no different from the other AK variants in the game.
The M70B1 can be unlocked by obtaining the rank of Intelligence Operations Commander (C6), the highest rank legitimately achievable in offline mode, without the use of glitches or online play.
The M60E3 is available in the game as the US M60 E3. It is featured in a short barrel configuration, similar to the one depicted in movies such as Commando. It is correctly depicted with a carry handle, a foregrip which the player character holds onto (or to give credit where it is due, at least makes an effort to do so) and an unusable bipod, but appears to be missing an ammunition box or any sort of visible ammunition belt. It is featured with a 200-round capacity.
The M60E3 can be unlocked by obtaining the Medal of Distinction, which requires the completion of every single mission under "par time" (a specific time limit for each mission) in offline mode.
The M134 Minigun is present in the game as the M-134 Minigun. It is featured with an astounding "magazine capacity" of 5000 rounds and a maximum ammunition capacity of 30000 rounds.
The behavior of this weapon is unique - it fires either in 25-round(!) bursts or in full-auto after a short delay, but is capable of one-shot kills on any target, regardless of armor. Also unique to this weapon is that when equipped, the player character will immediately use the same stance as Ryusaki does in the game. Although the player character will walk very slowly when equipped with the Minigun, despite what the description claims, one remains perfectly capable (somehow) of rolling with it, or simply switch to another weapon and move at normal speed with the Minigun slung on the back, further details which indicate that the weapon was indeed never meant to be used by the player. Fittingly, it can only be used through cheats and/or the Magic Box Trick.
The most prominent user of the Minigun is, of course, Ryusaki, the armored "mini-boss" in the Tokyo level. It cannot be used by the player if they attempt to collect the weapon from the corpse. Due to the sluggish movement that this weapon naturally bestows upon users, players will find him highly vulnerable against explosives.
The M249 is present in the game as the M-249 SAW. It lacks a bipod, and it fitted with an apparently empty box of ammunition which holds 200 rounds in the game, but appears to have the size of a 100-round box.
The M249 can be unlocked after obtaining the Agency Medal of Valor, which is earned by achieving the highest rank, all ratings, special ratings, commendations and all other medals (i.e., this is the 100% completion reward).
The RPK is available in the game as the RPK. It features an unrealistic 64-round capacity, and seems to lack a bipod. Just as with the AK-47, the RPK in the game has an abnormally high rate of fire.
The RPK can be found in Belarus 2 and Ukraine, on some Spetsnaz machine-gunners. It is otherwise unobtainable through normal means.
Steyr AUG H-BAR
The Steyr AUG HBAR returns in the Syphon Filter franchise under two forms; the AU300 Mod-R and the AU300 H-BAR (also referred to as the AU300/HB in the equipment menu). Although the Syphon Filter 3 incarnation of the AU300 gave the player the very broken and very unrealistic ability to see - and shoot - through walls (which is ridiculously overpowered), the Omega Strain iterations of this weapon are (slightly) more reasonable.
The AU300 Mod-R features a thermal optic, like the DSC-1 Thermal. It features a correct magazine capacity of 30 rounds, is capable of firing in full-auto, has a black texture, and appears to be missing its bipod. While the player can use this weapon's scope to cut through walls and view enemies that are normally hidden behind cover, as was the case in Syphon Filter 3, this can be a double-edged sword: just because you can see somebody does not necessarily equate to an ability to kill whatever you can see.
The AU300 H-BAR is a differently textured (light grey instead of black), but otherwise reuses the same model. This variant has a now-incorrect magazine capacity of 42 rounds, likely meant to reflect on extended AUG magazines in real life which are meant to be used on the AUG HBAR, and which are of that capacity. The optic of the AU300 H-BAR is a more conventional, fixed magnification optic, allowing the weapon to be used at will as an assault and/or sniper rifle at the individual player's whims and fancies.
The AU300 Mod-R can be unlocked by obtaining the Advanced Combat Sharp Shooter (ACSS) rating, which requires 450 headshot kills. It is the weapon of choice of ALA commander Soren Masson, as well as an infinite deluge of enemy snipers in Carthage 3.
The AU300 H-BAR can be unlocked by obtaining the rank of Assistant Chief of Operations (T2), which is the highest possible achievable rank in offline mode, when exploiting all possible glitches of the game. It is also used by Khorsh, al-Hassan's lieutenant, right-hand man and attack dog, in the Yemen 1 level.
The Armsel Protecta is present in the game as the Sweeper 12 gauge. Although the name may suggest that it is intended to be a Cobray Street Sweeper, the drum is missing any sort of knob or key, making it closer to a Protecta. Unusually for a video game, the Protecta is depicted in the game with its stock unfolded, as well as a 12 inch barrel. It is featured with an incorrect 8-round capacity, fires buckshot, and can be used in a semi-automatic fashion (which is accurate), albeit with a slight delay between each shot.
The Protecta can be unlocked by earning the South African Freedom Medal, which can be obtained only after completing specific objectives.
Benelli M1 Super 90
The Benelli M1 Super 90 is present in the game as the M1 Super 90. It features a correct 7-round tube capacity and fires buckshot. The M1 in the game is fitted with a pistol grip stock and an unusable tactical flashlight.
The M1 Super 90 can be unlocked by obtaining the Intermediate Team Efficiency Specialist (ITES) rating, by completing 2 missions with a team online under par time. Due to the shutdown of the online services, however, this weapon became unobtainable through normal means.
Another weapon called the M1-90 exists in the game files, although it appears to be a complete duplicate of the M1 Super 90, including performance and description. It is used by certain elite palace security personnel in Yemen 2 (the Dhar Judeem).
The Beretta 1201FP is available in the game, referred to by the game simply as a generic Combat shotgun. It features an incorrect 5-shell capacity and fires buckshot. The weapon appears to be missing a rear sight.
The combat shotgun can be unlocked by obtaining the rank of Intelligence Agent (R3). It is also found in the hands of low-ranking ALA vanguards or pointmen in the Carthage 1 and 2 stages, as well as the security commander of the Meta Global headquarters in Zurich.
Another version of Combat Shotgun is available as a cut weapon, referred to as "Base". It's acquired through the magic box and/or cheating.
The Franchi SPAS-12 is present in the game, incorrectly called the SPA-12 shotgun. A rare occurrence in video games, it is depicted with the stock unfolded. The weapon's magazine capacity is also erroneous, with 10 rounds. Although it is described in the equipment menu as firing "specially-designed frangible slugs" which are dangerous both to the user and the victim, the SPAS-12 fires buckshot when used in the game.
The SPAS-12 can be unlocked by obtaining the Kinshi Kunsho: Order of the Golden Dragon medal, a fictional Japanese award. This requires one to have earned the Republic of Korea Service Award, and also, to have completed all objectives in the Kyrgyzstan, Tokyo, and Myanmar levels.
The Franchi SPAS-15 is present in the game; as with the SPAS-12, the description incorrectly calls it a 'SPA-15' shotgun. It is described as "one of the most powerful shotguns available", loaded with "MIL rounds" which, according to the description, are slugs with a "steel-tungsten alloy core and which can apparently rip apart any other shotgun". However, when used in the game, the SPA-15 fires buckshot, as does the SPAS-12, and is (incorrectly) capable of firing in full-auto (the real SPAS-15 is a selectable pump-action/semi-auto weapon instead). It is depicted with an 8-round magazine capacity, and while 8-round mags for the SPAS-15 do exist, the weapon model suggests that a 6-round magazine is inserted, rendering this assertion inaccurate.
The SPAS-15 can be unlocked by obtaining Stone's Medal of Courage, which is based on the real-life Purple Heart. This medal can be obtained by rescuing Stone in the Belarus 2 level, and by providing cover fire for Stone in the Ukraine level.
Heckler and Koch Close Assault Weapon System
The Heckler & Koch CAWS is available in the game as the GAWS 12 ga.. In the game, this weapon fires buckshot and fires only in semi-automatic mode, despite the real CAWS being fully capable of both semi and fully-automatic fire. It features a correct magazine capacity of 10 rounds, and (surprisingly) realistically, is not compatible with regular 12 gauge ammunition. Interestingly, this is the only shotgun that possesses a sniper scope. The weapon is used by some Minsk security personnel guarding Jandran's labs.
The Pancor Jackhammer is present in the game in two forms; the ShotHammer, and the SlugHammer, which as the names indicate, respectively fire buckshot and slugs. Both weapons fire in a semi-automatic fashion, and possess a correct magazine capacity of 10 rounds.
The shot version can be unlocked by obtaining the rank of Field Operations Commander (C4).
The slug version is unlocked at the rank of Assistant Chief of Operations (T1). Buckshot-firing Jackhammer can also be seen in the hands of certain enemies during the outside portion of the Tokyo level and a couple of Yakuza henchmen inside the building.
Fictional Riot Shotgun
A weapon referred to by the game as the Riot shotgun is described as being a "modified combat shotgun" capable of firing 12 gauge bean bag rounds. The weapon model generally resembles that of an MGL, with several differences: the weapon model is overall smaller, the stock is missing, the foregrip and optic are shaped differently, the cylinder is visibly shorter, and the texture colors the weapon a lighter gray than that of the MGL. In the game, the weapon's capacity is 5 rounds, and behaves similarly to a slug shotgun. It is considered to be a non-lethal weapon; unarmored targets struck with it in any body part will be considered to be taken down non-lethally, unless shot in the head; in which case they will be, needless to mention, killed outright.
The riot shotgun can be unlocked by obtaining Lawrence Mujari's commendation, which requires the completion of all objectives in the Lorelei and Chechnya levels. It can also be found as an optional non-lethal instrument in the Zurich level.
Sawed-Off Double Barrelled Shotgun
A double barreled shotgun of unknown make is in the game as a cut weapon, referred to as the Sawed-Off. It is a 12 gauge, side-by-side shotgun with only the barrels shortened; very uncommonly for a sawed-off shotgun in a video game, the barrels are shortened, but the stock was retained. The weapon in the game is, inexplicably enough, capable of firing six times before requiring a reload, and like most other shotguns in the game, fires buckshot.
The Sawed-Off is unobtainable through normal means, and must be acquired through the use of cheats and/or the Magic Box Trick.
Winchester Model 1300
The Winchester Model 1300 is, as with the Pancor Jackhammer, present in the game in two forms: the Shot Defender, and the Slug Defender, presumably named as such because the Winchester 1300 is sometimes referred to as the "Defender" in real life. The Shot Defender features a black synthetic pistol grip with stainless barrel and magazine tube, and is stockless. As the name implies, this variant shoots buckshot. (It may possibly be a reference to the standard Shotgun in the PS1 trilogy.)
The Slug Defender is a completely black version, fitted with a synthetic black stock, and just as the name implies as well, this variant shoots slugs. Both weapons have an incorrect capacity of 5 rounds.
It appears that both weapons are also featured with the pump locked back, and it is not animated when firing. Despite that and contrary to the fact that all shotguns re-use the same firing sound (a shot followed by a pumping sound) regardless of whether they have a pump at all, they have such a slow rate of fire that they cannot fire again until roughly after the sound has played in its entirety, giving the illusion that they are in fact pump-action shotguns.
The Shot Defender can be unlocked by obtaining the Advanced Team Efficiency Specialist (ATES) rating, by completing 4 missions with a team online under par time. Due to the shutdown of the online services, however, this weapon became unobtainable through normal means.
The Slug Defender can be unlocked by obtaining the rank of Field Analyst Specialist (O7).
Daewood Precision Industries USAS-12
The USAS-12 returns once again in the Syphon Filter franchise, this time under the correct name of USAS 12. It is one of the few fully-automatic shotguns in the game, sporting an unrealistic capacity of 28 rounds in a drum that can only contain 20 in real-life. Possibly as a nod to the previous instalments, this fires slugs rather than buckshot, and the description even references the final mission of Syphon Filter 2.
The USAS-12 can only be found in the Montenegro level, which is the last bonus mission (and the only instance in the game) in which the player character is, appropriately enough, Gabe Logan himself.
The Barrett M82A1M is available in the game as the rather aptly named M82 BFG, possibly a reference to Doom's Big Fucking Gun. It features an incorrect 8-round magazine capacity, a variable zoom optic, an unusable bipod, and a distinct sound signature when firing, akin to the Counter-Strike series featuring a very recognisable sound on the AWP. Appropriately enough, and just as is the case with the AWP, it is so devastating, that all unarmored enemies and even most of those wearing a flak jacket will be killed in one shot when using this weapon, when hit almost anywhere on their body.
The M82 can be unlocked by obtaining the Elite Combat Sharp Shooter (ECSS2) rating, which requires 1100 headshot kills.
Generic Colt M16
A unique M16, referred to as the SR-15, is portrayed as Gary Stoneman's personal weapon. The description claims it is the "earliest model of an M16-type weapon produced", suggesting that it is meant to be an original, pre-A1 M16 rifle. The weapon features a full stock, triangular handguards, and a 20 inch barrel, but appears to be fitted with a 30-round magazine and some sort of telescopic sight. On the other hand, it also appears to lack a flash hider or muzzle device of any sort.
In the game, the SR-15 has a capacity of 1 (or 2, with the 'ammo bonus' reward); which suggests either that the magazine literally has "one in the chamber" and nothing else, or is perhaps loaded with only one round at a time. Since it is chambered in 5.56 NATO, however, it is possible to pick up ammunition from dead enemies who had weapons holding this exact ammunition type and/or to carry a 5.56 auxiliary, such as the G 53 (H&K HK53), to effectively extend the total amount of ammunition for this weapon by 120 rounds (or 90 rounds, without the 'ammo bonus' reward). It is unknown whether the SR-15 is select-fire or not, due to the paucity of the weapon's overall capacity. The optic is unique (no other weapon possesses such a scope), and features a crack, just as described in the equipment menu.
Stone claims that it "gives the weapon character", and that he refuses to upgrade to a newer or better firearm because he has gone through far "too much" with it. Whatever the case, the player character may unlock the SR-15 for their own use by obtaining Gary Stoneman's commendation, which requires completion of all objectives in the Italy, Belarus 1 and Belarus 2 levels.
The weapon is one of only three firearms that can score multi-headshots; the other two being the VSS sniper rifles.
Heckler and Koch MSG90
The Heckler & Koch MSG90 is present in the game as the C8 rifle. It is notable for having an unique, red-tinted optical reticle when aimed in first person mode, and for its wildly unrealistic magazine capacity of 50 rounds. (The red sight was later reused for certain weapons in the next games). The weapon is depicted with a handguard almost one third longer than its real life equivalent, and lacks a bipod, although the handguard appears to bear a forward grip.
Despite its game callsign being the "C8", it has no relation whatsoever to the true Diemaco C8 (also known as the Colt Canada C8 carbine). Two other weapons, the SG-8 and the HK_MSG90 also exist in the game, using the exact same model as the C8. The HK_MSG90 may have possibly been intended to be a Heckler & Koch MSG90, but whether or not this is true remains uncertain. The cut weapons are exactly the same as the C8 rifle, save for a lower rate of fire ("Fire Rate: II") than the C8. As for the SG-8, this weapon has a decreased magazine capacity (a more reasonable but still absurd 24 rounds) and, therefore, reduced total ammunition count (72 rounds).
The C8 rifle can be unlocked by obtaining the Elite Combat Specialist (ECS2) rating, which requires 1300 kills. It is generally considered the best weapon to achieve par with, whether online or offline.
The SG-8 is used by sniping Yakuza goons in the outside area of the Murakawa Tower.
The HK_MSG90 can only be obtained when using the Magic Box Trick and/or through the use of cheats.
The HK_MSG90 also has a placeholder called "Base" that is available via the same methods: by cheating and/or using the magic box.
Heckler and Koch PSG-1
The Heckler & Koch PSG-1 is available in the game, incorrectly referred to as the DSC-1. It also has an erroneous 8-round magazine, as well as a variable zoom optic, and strangely enough, appears to be integrally suppressed. As such, this weapon, along with the VSS sniper rifles, are the only suppressed back weapons in the game, just as the Mk23 and the PPK pistols have silencers on them, which all other handguns do not have. A variant called the DSC-1 Thermal also exists; it is identical in every way except when aimed in first person; the Thermal variant will, as the name suggests, display thermal vision (which is also what the AU300 Mod-R displays).
The regular DSC-1 can be unlocked by obtaining the President's Official Liberty Award medal, based on the real-life Presidential Medal of Freedom, which requires the completion of certain objectives where players must neutralise certain threats.
Both the standard DSC-1 and the thermal-scoped rifle can be found during the Minsk level, where several can be found stashed away in sniping spots to aid the player in discretely dispatching the enemies located there. This is also the only mission with a thermal-scoped weapon, bar Carthage 3's unending wave of sharpshooters.
The Galatz is present in the game, referred to as the Galil SG-1. Featured with an incorrect 8-round magazine, the weapon is, according to the description menu, chambered in 5.56x45mm NATO in the game, even though the real-life rifle it is modeled after is chambered in 7.62x51mm NATO.
The Galil SG-1 can be unlocked by obtaining the Karkadann medal, which requires the completion of a specific objective in the Kyrgyzstan level.
The weapon referred to as an "M-16K" appears to be some sort of AR-15 derivative with rounded handguards, no front sight, some sort of variable zoom optic, a full stock and an 18 inch barrel. Although listed with a capacity of 30 rounds, which matches the magazine depicted on the visible weapon model, the description given in the equipment menu is downright preposterous: it is first described as a "submachine gun" yet the game then contradicts itself and proclaims it is a "modified M16" which is capable of firing ".45 Glazer" rounds (likely to avoid copyright infringement with Glaser). This is despite it being apparently fitted with a standard, STANAG magazine. True to its description of being a submachine gun, it is capable of fully-automatic fire. Bizarrely, however, it also possesses a sniper-type precision telescopic lens. For whatever reason or reasons, despite its cartridge and variable zoom sight, it possesses one of the worst effective distances in-game: in fact, certain personal defense weapons are somehow more effective than it at certain long-range engagements (at least to a specific distance).
The M-16K can be unlocked after obtaining the Elite Team Efficiency Specialist (ETES2) rating, by completing 9 missions with a team online under par time. Due to the shutdown of the online services, however, this weapon became impossible to unlock. The M-16K can also be found on Andre Proust in Carthage 1, in the hands of the unknown ALA female or "Jane Doe" in the Carthage 2 level, and in a box in the Myanmar level.
The SVD Dragunov is present in the game as the Dragunov. It features an incorrect 6-round magazine, and is depicted with what appears to be a rubber shoulder pad fitted on the stock. The description claims correctly that it is equipped with a PSO-1 scope, but when aiming in first person with the Dragunov, the depicted sight is the regular mil-dot scope reticle that is, in fact, the exact sight that most other scoped weapons possess.
The Dragunov can be unlocked by obtaining the Intermediate Combat Sharp Shooter (ICSS) rating, which requires 200 headshot kills. It can also be found in the hands of Spetsnaz marksmen in the Belarus 1 and 2 levels.
A differently textured version referred to by the game as Dragunov_Snow can also be found, although it cannot be obtained through normal means. As the name indicates, this variant sports winter camouflage. The first person optic is also unique and blue tinted.
The VSS Vintorez is present in the game in two forms, the VSS-DU and the VSS-Special. Both variants use the same weapon model, which appears to be fitted with a NSPU-3 "Kazuar" night vision optic as well as 20-round magazines. They also feature an incorrect 24-round capacity, are (correctly) integrally suppressed, and are fitted with variable zoom scopes. The only differences between the two variants are in the texture and the first person view; the VSS-DU's stock appears to be wood, while the VSS-Special is synthetic black.
When aiming in first person mode, the VSS-DU's optic appears to be a night vision device, which is correct (although with the wrong optic reticle) relative to the optic it is fitted with. The VSS-Special's first person reticle is the standard mil-dot reticle as with most other scoped weapons in the game.
Despite the game description claiming the VSS-DU is described as shooting "bullets with infused depleted uranium", the VSS-DU does not possess armor-piercing capabilities, and two to three shots to the body may still be required to kill an enemy with a flak jacket equipped.
The VSS-DU can be found in the Yemen 1 level, and can permanently be unlocked by obtaining the Stealth Operations Expert special rating.
The VSS-Special is the primary weapon equipped by Gabe Logan in the Montenegro level. It can be unlocked for weapon selection by completing this mission.
These two weapons, along with Stone's rifle, are the only known firearms that can pierce multiple enemy heads with a single shot.
The Zastava M76 is present in the game as the Stava SG-76 HBAR. Interestingly enough, and unlike weapons such as the ACR, the magnification on this weapon is non-adjustable. Although the description of the weapon in the equipment menu correctly indicates it is chambered in 7.92mm Mauser, it features a hilariously unrealistic capacity of 50 rounds.
The M76 cannot be obtained through normal means, and can only be acquired through cheating and/or use of the Magic Box Trick.
Steyr AUG Para
The Steyr AUG Para makes an appearance in the game as the AU300 Mod-SMG. Despite being, for all intents and purposes, a 9mm submachine gun, this weapon occupies a valuable Back weapon slot. It is featured with a magazine capacity of 30 rounds, which is incorrect - a real AUG Para as depicted in the game would have a capacity of 32 rounds instead. As expected, it is capable of fully automatic fire, albeit at a very sluggish firing rate. It is also featured with a fixed-zoom optic, making it somewhat of an impromptu "sniper rifle". Because it can be unlocked early in the game (see below), this weapon essentially serves as the player's first equivalent to a sniper rifle, and is an excellent way to get headshot kills from very early on. Due to its 9mm cartridge, it allows a player to be equipped entirely with 9mm firearms in all three gun slots (Back, Auxiliary and Sidearm), giving the player a potentially absurdly large total ammunition pool to draw from. This, combined with the fact that 9mm firearms are common (particularly in the first few missions), makes it an often-used primary weapon in the early missions, at least until players unlock better, more powerful gear and/or unless they simply elect to swap it for a different weapon altogether despite the superiority of the Para.
The AUG Para can be unlocked by obtaining the rank of Field Officer (O1).
Heckler and Koch HK69A1
The Heckler & Koch HK69A1 is a cut weapon in the game, known as simply the Grenade launcher (or the Grenade launcher-69 in the equipment menu). Outside from being hilariously oversized, it is similar to the M79; it is a single-shot grenade launcher, for which the player can carry up to 15 rounds total. The main difference with the M79 is in the behavior of the projectile; instead of merely exploding on impact, they detonate on a roughly 3 second timer. The projectiles do ricochet off walls and solid objects, but at with equally comical amount of strength; so much so that, for example, when fired at the wall in the first room of the IPCA training center at roughly eye level, the grenade possesses more than enough strength to bounce off the front wall, the back wall, and once more on the floor, before finally detonating.
The Milkor MGL is present in the game as the MGL. It features an incorrect 5-round capacity. As with most explosive weapons in the game, grenades fired by the MGL detonate on impact, no matter how close from the launcher. Being hazardous aside, this is highly unrealistic for launched grenades usually have to have traveled a varying distance between 2 and 14 meters based on the specific grenade model used, and have to have revolved a set number of revolutions before their fuses could even prime. This was perhaps included as a safety measure against premature collision which, like in the game, can catch the user in the blast.
The MGL can be unlocked after obtaining the Military Tactics Expert special rating, which requires completing certain specific objectives.
Mk153 mod 0 SMAW
The SMAW is present in the game, under the same name; SMAW, as the game's only (properly usable) equivalent to a missile or rocket launcher. True to form, the weapon fires exploding projectiles which detonate on impact and fly in a straight line until hitting a target, a wall, or a skybox. Unlike in military shooters such as Battlefield, Call of Duty and Medal of Honour, the weapon is incapable of homing in on targets - which is just as well, since there are no vehicular targets the player must destroy anyway - and is therefore only useful against stationary opponents.
The weapon is featured with a capacity of 5, meaning it has the inexplicable ability to fire five times before requiring a reload. It is also possibly one of the few weapons that has two different weapon models; one when stowed on the back, and one when actually held in a user's hands.
The SMAW can only be found in the Belarus 2 level. Stone notably equips one after he is rescued, and uses it to distract a Soviet main battle tank, which the player is tasked with destroying. (The SMAW also seems incapable of destroying the tank, despite the fact that it is an anti-armour weapon).
Interestingly, a thug in Tokyo uses such a weapon to down the IPCA's copter, yet the player does not find an enemy with such a weapon when personally assaulting the rooftop. The Meta Global terrorist who downed a commercial airliner in Myanmar also presumably used this, but the launcher is never discovered.
A cut version of SMAW also exists, it's called the SMAW_old.
The M79 returns once again in the Syphon Filter franchise under its correct name, M79. As was the case in the previous games, this weapon fires grenades which explode on impact, making it dangerous to both user and target(s), when fired at close quarters. Unlike in the trilogy however, the weapon requires reloading between shots, which is how it operates in reality, fires ammunition that is virtually impossible to find on the field (the player's maximum ammunition pool with this weapon is 15 grenades, including "one in the chamber") and it takes up a Back weapon slot, which could potentially be used for a much more valuable weapon, decreasing the overall usefulness of the weapon, unless the player has a specific target or targets in mind for a particular mission. The weapon model appears to be missing its sights as well.
The M79 can be unlocked by obtaining the Elite Tactical Explosives Specialist (ETXS2) rating, which requires 500 kills with explosives. Just like Rhoemer and Morgan, who were high-ranking characters in the first and second games respectively, it is also can be found in the hands of certain "boss" characters, such as Than Muang and an elite CDP commando patrolling a basement in the Ukraine terrorist base.
Fictional TH3 Blaster
A completely fictional flamethrower, referred to by the game as a TH3 Blaster, is available in the game. Based on the appearance and the description, it appears to be a cross of several weapons; it is overall shaped and held like a rifle or carbine, is fitted with a fixed skeletal stock, and appears to have a paintball canister and a pilot light, making it a sort of weird combination of a rifle, paintball gun and flamethrower. The weapon essentially behaves like a sort of rocket launcher, but instead of exploding on impact, the projectile deflagrates, causing damage and even incinerating victims - including the unfortunate user themselves, should they be too close, a convention that applies to the M79 as well.
The TH3 Blaster is notably seen in the hands of shocktroopers in the Ukraine level, on the way to the missile silo, and is also featured earlier in Minsk, when armoured troops (similar appearance-wise to Anton Girdeux, and hinting at Red Jack's future appearance) show up to liquidate the incriminating evidence stashed within Jandran's labs. It can permanently be unlocked by earning the Golden Cross of Russia medal, a fictional award that appears to be based on the "Hero of the Soviet Union" award. This medal requires the completion of many specific objectives - most of them in relation to missions based in Russia, as the name suggests - in order to be earned.
A variant, called simply the Flame Thrower, can also be found. It is not meant to be used by the player (judging by the lack of description in the equipment menu), but it can be acquired through cheats and/or the use of the Magic Box Trick. This weapon reuses the weapon model of the TH3 Blaster, but with a slightly lighter texture. The flame thrower does behave exactly like a proper flamethrower, firing a long stream of fire. The weapon's actual range appears to be relatively short.
The RPG-7 is a cut and unfinished weapon.
Shovel is a cut weapon.
The AKS-74U is available in the game as the AK-74 SU. Interestingly, it is the only 5.45x39mm firearm in the entire game. The weapon model erroneously depicts the charging handle and fire selector on the left side. It is also featured with an inaccurate magazine capacity of 32 rounds, two more than actual AK-74 magazines.
The AKS-74U can only be found in the hands of SMG-armed Spetsnaz men in the Belarus and Ukraine missions.
Heckler and Koch HK53
The Heckler & Koch HK53 is available in the game as the G 53. The weapon in the game is depicted as having a capacity of 30 rounds; 30-round magazines did exist for the HK33 family of rifles, of which the HK53 is a part of, and surprisingly enough, it appears that the weapon model does indeed correctly reflect the capacity. It is notably one of only two 5.56 NATO Auxiliary weapons in the game (the other being the Zastava M85), and the only one of the two that can be unlocked legitimately. This makes it an extremely valuable weapon, not only on its own merits, but also as a way to extend the total ammunition available if the player chooses to carry a 5.56 NATO primary weapon. Like the SMAW, it is also one of the few weapons for which there are two different models; one with a retracted stock (slung), and one with an extended stock (when held).
The HK53 can be unlocked by obtaining Teresa Lipan's commendation, which requires the completion of all objectives in the Zurich level (despite the fact that it was not Teresa, but Gabe, who is the commander of said mission) . It is also used by some ALA soldiers in Carthage 3.
The Zastava M85 is available in the game as the Stava M85. The weapon model appears to be fitted with a 20-round magazine, despite the in game weapon capacity being 30 rounds, which would be correct for a real-life Zastava M85. The stock also appears to be too short. It is one of only two Auxiliary weapons chambered in 5.56X45mm NATO, the other being the aforementioned Heckler & Koch HK53 (G 53 in the game).
The Zastava M85 can be found in Yemen 1 and Lorelei level. Incomprehensibly, it is somehow weaker than the Ares FMG, despite the latter firing 9X19 mm Parabellum rounds.
The Calico M950 is a cut weapon in the game, known as the Helico pistol-950. The weapon is correctly depicted as a semi-automatic pistol with a 50-round capacity, although it is in the Auxiliary category, possibly due to its size.
Because it is a cut weapon, the Calico M950 cannot be obtained through normal means, and can only be acquired through cheats and/ or the Magic Box Trick.
Glock 17 (converted to full auto)
A Glock 17, converted to full-auto, can be found in the game as a cut weapon, known as the G-18 MP, likely meant to stand in for the Glock 18. This weapon re-uses the same model as the G-17 handgun, and it is in the Auxiliary category, despite being for all intents and purposes a pistol. As with the G-17, it is two-toned, with black frame and silver slide. It is featured in the game as having a capacity of 32 rounds, despite the weapon model reflecting the absence of an extended magazine. The weapon description also claims it can hold 33 rounds, but the in-game capacity appears to be 32. In reality, both 32- and 33-round magazines exist for Glock 9mm pistols, although magazines types of the former are generally made by third-party companies. OEM high-capacity magazines, as intended for use with the Glock 18, have a capacity of 33 rounds. The rate of fire is appropriately high, as is the spread when firing continuously. Most importantly, the weapon description clearly states that it is "a G-17 converted into a fully automatic firing pistol". Although it is possible to convert real Glock 17s to full-auto, that does not make them Glock 18s; real G18s are purpose-built as select-fire machine pistols, with a fire selector switch on the left side of the slide, and are not the result of a conversion process.
The Intratec TEC-9 is present in the game as simply the Tec 9. It is featured with a correct 32-round magazine, but is capable of fully-automatic fire, which is normally only possible through modifications to the firearm; this makes sense, considering that it is found in the hands of Yakuza, who are probably responsible for these conversions. Interestingly enough, the TEC-9 in Omega Strain is classified in the Auxiliary category of weapons alongside submachine guns, despite truly being a pistol converted to full-auto. The player character will also hold it with two hands, exactly like a pistol, with the support hand cupped over the firing hand; an exceedingly rare sight in video game TEC-9s.
The TEC-9 can only be found in the Tokyo level, being operated by, of course, certain Japanese Yakuza gangsters.
A variant, referred to as the Tec 45, can also be found. It is meant to be a .45 variant of the TEC-9, which is for all intents and purposes, fictional. The weapon model of the Tec 45 features an extended barrel and barrel shield, as well as a foregrip, which the player character uses. Aside from damage (higher than the TEC-9), the weapon behaves otherwise identically, down to the exact same recoil pattern, which is warranted by the equipment menu description as being a result of the longer barrel and foregrip allowing it to be "equally accurate" to the 9mm version.
The Tec 45 can be unlocked by earning the Ellison Warner Award medal, which requires the completion of three specific objectives related to the guarding of skies: destroying the Scud missiles (or firing mechanisms thereof) in the Belarus 2 and Yemen 2 levels; and retrieving the flight recorder of the crashed plane in the Myanmar level.
The Agram 2000 is present in the game as the ABRAM 2000. The weapon is depicted with a 32-round magazine inserted, however the in-game capacity is exactly half of it; 16 rounds. 15-round magazines did exist for this weapon, but would fit almost flush within the weapon's magazine well.
The Agram 2000 can only be found in the Montenegro level, in the hands of the Niculescu-hired mercenaries guarding the mansion.
Ares Folding Machine Gun
The Ares FMG returns in the Syphon Filter franchise as the Marz FMG. Previously seen in Syphon Filter 3, it behaves almost exactly the same as it did in said game; a compact submachine gun with an unique shape and a blazing fast rate of fire; although this time, it is depicted with an incorrect 40-round magazine.
The FMG can only be found in the Lorelei level. For some reason whatsoever, possibly because of its ridiculous firing rate, it is somehow more powerful than the Zastava M85, the latter of which fires a 5.56X45mm NATO cartridge, as compared to the FMG's 9X19 mm Parabellum round.
The Calico M951 is present in the game as the Helico 960, the name being likely a reference to the helical magazine. It is a 951 rather than a 955 or 960 as evidenced by being a full-auto, rifle-length model fitted with a 50-round magazine, whereas the 960 is a pistol-length model, and the 955 is fitted with a 100-round magazine. The in-game weapon is featured with a full, fixed stock, as well as a longer barrel, and is depicted with its correct magazine capacity of 50 rounds, although it appears to have a much lower cyclic rate than its real-life counter part.
The Calico can only be found in the hands of some Yakuza goons in the Tokyo level.
The RAS_70 is another version of Helico 960.
The FN P90 is present in the game, incorrectly called the SSP 90, which carried over to the next two games. It appears to be an older model, without picatinny rails. Correctly depicted in the game with a 50-round magazine and a high rate of fire. Because it combines high rate of fire, an immense magazine size (at least for a submachine gun), inordinately large amount of total ammunition (250 rounds total) and high stability, the P90 is one of the most useful auxiliary weapons in the game, only limited in its effectiveness by its chambering; 5.7mm weapons cannot be found on the field as no enemies carry the SSP 90 or the SP-57, the in game name for the Five-seveN. However, by equipping both of these weapons, it is possible to carry extra ammunition for the P90; up to 160 extra rounds if the player character has the dual-wielding ability (which not only allows carrying two of the same handguns, but also doubles the maximum ammunition for these weapons). The ammo bonus will further boost bullet capacity.
The P90 can be unlocked after obtaining the Elite Combat Expert special rating, which requires having unlocked every 'elite' rank of each normal rating in the game, including the Team Efficiency ratings, as well as the Elite Discrete Personnel Elimination Expert special rating. Due to the shutdown of the online services, however, this weapon became unobtainable through normal means.
Heckler and Koch MP5A2
The Heckler & Koch MP5A2 is available in the game, erroneously called the MDS A4. Although the name may suggest that it is indeed an MP5A4, the weapon texture, while blurry, seems to justify that it is an MP5A2 instead, as evidenced by the lack of red pictogram markings on the trigger group. The MP5A2 is correctly depicted in the game as having a 30-round magazine. The weapon model appears to be fitted with the "tropical" wide handguards, but seems to be missing both a rear sight and a front sight. The weapon description in the equipment menu referring to the weapon as an "A5" seems to be a goof, as it describes a "fixed plastic butt", which would be correct for an MP5A2 or MP5A4. Although the same description states the weapon is "set to fire in 3-round bursts", the weapon may fire in either semi-auto (when tapping the Square button) or full-auto (when holding Square down).
The MP5A2 can only be found in the Carthage 1 and 3 levels. The one in the Carthage 1 level is inside a CHA tent guarded by a CHA officer, who will fire at the player as they try to crawl into the tent through the ventilation tube unless the player elects to acquire a similar 'CHA officer' disguise. The ones in the Carthage 3 levels are on the bodies of the downed SWAT officers; they can be picked up by the player without dire repercussions, as these characters have been rendered unconscious and will eventually perish. They can also be seized from cops attempting to enter the shopping center.
Heckler and Koch MP5A3
The Heckler & Koch MP5A3 is available in the game as the MDS A3. Although the weapon model is correctly featuring a retractable stock and sights, the magazine appears to be both too large and too short; it seems to be a magazine that can hold no more than 10 rounds at best, and of vastly incorrect size for a 9mm MP5, almost approaching a 5.56 magazine in size. Whatever the case, it has a capacity of 30 rounds, which would be correct for a real-life MP5A3. It is arguably one of the best Auxiliary weapons in the game due to two simple factors: a 9mm chambering, which is very common in the game (therefore allowing plenty of ammunition pickups), and an astoundingly overwhelming abundance of total ammunition (750 rounds total; 30 in the weapon, 720 in reserve; which would be 25 full magazines in real life). Combined with the fact that there is a 9mm primary weapon (the Steyr AUG Para) and several 9mm pistols, the player may equip this weapon and have well over a thousand rounds of 9mm ammunition on themselves, and effectively, virtually limitless ammo for the duration of one mission, contingent on the archetypes of bullets which enemies surrender. Once again, the increased ammunition ability will boost the amount of bullets initially available to players.
The MP5A3 can be unlocked by obtaining the Expert Team Efficiency Specialist (ETES) rating, by completing 6 missions with a team online under par time. Due to the shutdown of the online services, however, this weapon became unobtainable through normal means.
Heckler and Koch MP5K-PDW
The Heckler & Koch MP5K-PDW is available in the game as the MDS-k PDW. The weapon model seems to be lacking sights, but seems to be otherwise correct, including the magazine capacity, an accurate 30 rounds. Much like the MP5A3 mentioned above, equipping the MP5K-PDW allows the player to carry a ridiculous amount of ammunition (750 rounds total), allowing for the same general loadout strategies mentioned above. To balance this, it is less stable and has slightly more spread than the MP5A3, making it a slightly less useful weapon, although the weapon can still be carried to replenish other 9mm-firing firearms.
The MP5K-PDW can be unlocked by obtaining the Great Lakes Service Medal, which requires the completion of all objectives in all Carthage levels, as well as two specific objectives, one in Yemen 1 and the second in Zurich.
Heckler and Koch MP5SD1
The Heckler & Koch MP5SD1 is a cut weapon, known in the game as the MDS SD2. Although the name may suggest it was meant to be an MP5SD2 (just as was the case with the MP5 A2), it is in fact an MP5SD1, based on the lack of buttstock, the shape of the end-cape and the shape of the 15-round magazine. In terms of magazine capacity, the weapon in the game holds 30 rounds. The weapon description claims that it is chambered in .40; no MP5SD models were ever produced in .40 S&W, let alone any .40 MP5 with 15-round magazines.
Because it is a cut weapon, the MP5SD1 cannot be obtained through normal means, and can only be acquired through cheats and/or the Magic Box Trick.
Heckler and Koch MP7
The Heckler & Koch MP7 is available in the game as the MDS-7. The stock on the weapon model appears to be a folding stock of incorrect type and shape; true MP7's possess retractable stocks. It is depicted with an unfolded foregrip, but appears to be lacking any sort of accessory rails, which makes it closer to a H&K PDW, the prototype predecessor to the MP7. However, because the model is insufficiently detailed, it is impossible to specify which MP7 model it may be. Although the weapon model is fitted with a flush-fit 20 round magazine, the in-game capacity is 40 rounds. 40-round MP7 magazines do exist, but they visibly extend under the pistol grip; rendering the in-game capacity incorrect.
The MDS-7 can be unlocked by obtaining the rank of Intelligence Research Specialist (O6). It can also be found in item boxes on the Lorelei level. The weapon possesses a blazing fast firing rate, but due to its armour-penetrating rounds, it is absolutely invaluable against higher-ranking, heavily armoured elite enemies encountered in later missions, for example, Minsk and Ukraine, or the characters with flak jackets.
Heckler and Koch UMP-45
The Heckler & Koch UMP-45 is present in the game as the UNP 45. The weapon model depicts it being fitted with two picatinny rails; an unused top rail, and a handguard rail which is fitted with a foregrip. The weapon is also displayed with an incorrect magazine capacity of 32 rounds, the real-life magazine capacity being 25. The UMP-45 is a second 'better' Auxiliary weapons in the game; it uses a relatively common .45 caliber, is powerful, has relatively low spread, and offers a generous amount of ammunition (320 rounds total; 32 in the magazine plus 288 extra) when equipped. Because it is chambered in .45, if the player should ever need more ammunition, they may equip a .45 pistol for extra ammo; the best candidate being the Mark 23 (or its SD variant), both of which may allow up to 288 extra rounds; effectively doubling the amount of .45 ammunition available to the player.
Bizarrely enough, despite being a submachine gun with an 8" barrel, longer than that of most pistols, the UMP-45 in the game deals significantly less damage than .45 pistols, requiring two shots against unarmored enemies, and four to five against armored ones; .45 pistols in the game such as the Mark 23 or the M1911A1 require, respectively, only a single shot to kill against unarmored, and only two(!) against body armour.
The UMP-45 can be unlocked by obtaining the Computer Information Expert special rating, which can be obtained by completing specific objectives, all in relation with collecting and/or hacking electronic equipment.
Another version of UNP 45 presented in the game as a cut weapon under "base" name. Can only be acquired through the Magic Box Trick or cheats.
The Uzi is present in the game under two forms; the first is simply called the Uzi, and the second, the Uzi 45. The former is correctly chambered in 9mm, while the latter is, as the name implies, chambered in .45. Both weapons are featured with collapsed buttstocks and 32-round magazines, which, while accurate for the 9mm variant, is highly erroneous for the .45 version; a magazine of the size depicted in the game would hold only 16 rounds. Both weapons seem to behave exactly the same way, with the exact same rate of fire; the only differences besides chambering seems to be texture (slightly darker for the .45 variant), and weapon spread when fired in full-auto; it is slightly greater for the .45 variant, which, while not 100% realistic, at least somewhat makes sense.
The regular Uzi can only be found in the Yemen 1 and 2 levels, in the hands of Yemeni Liberation Authority guards.
The Uzi 45 cannot be obtained through normal means, and can only be acquired through the use of cheats and/or the Magic Box Trick.
A third version of this is called the "base" and was cut from the game.
The MAC-10 is present in the game under two forms, the MAK-32 and the MAK-10 10mm.
The so-called MAK-32 is depicted in the game the same way as in most media and video games, with its stock retracted. However, just like with the TEC-9 described above, the player character will hold the weapon with both hands, like a regular handgun. Although it is featured with a 32-round magazine, which would be correct for a 9mm MAC-10, the "MAK-32" is instead described as being chambered in ".32", suggesting .32 ACP. No Ingram submachine guns were ever produced in .32 ACP in real life.
The MAK-10 10mm is even weirder. The weapon model for this variant depicts the weapon with its stock extended (a rarity in media), which the player character will shoulder when in use, and interestingly enough, is retracted when not in use, in a manner similar to the G 53 (HK53) listed above. It is also fitted with what appears to be an extended barrel, which is mated to a foregrip; which the player character will also hold onto when firing. Although it looks similar to a suppressor, it is apparently not meant to be one, as the weapon is clearly unsilenced in the game. The weapon description claims that the weapon is chambered in "10mm Super Auto", either a misnomer or a fictional variant of the real-life 10mm Auto round, a caliber in which no Ingrams were ever produced either. The MAK-10 is also depicted as having a 32-round magazine.
The MAK-32 is a cut weapon and cannot be obtained through legitimate means, requiring the use of the Magic Box trick and/or cheats.
The MAK-10 can be unlocked by obtaining the rank of Investigative Research Specialist (O5).
Norinco Type 64
The Norinco Type 64 is available in the game as the China type 67. Claimed to be a fictional improved variant, although in Chinese designation the number refers to the year of basic model, improved guns usually have a number like -1. An absolutely ridiculous portrayal of the weapon occurs in the game; the "type 67" designation refers to the Norinco Type 67, which is, in reality, a GPMG (general purpose machine gun). It is shown as having a vastly underestimated magazine capacity of 12 rounds (the real-life weapon can hold 30 in the magazine) and, furthermore, is based on a weapon that is fitted with an integral suppressor, but fires unsuppressed in the game (therefore breaking stealth) despite the weapon model visibly depicting the suppressor and the weapon description speaking of special subsonic rounds. It is also inexplicably semi-automatic only, despite the real Type 64 being capable of fully-automatic fire. Finally, despite the weapon description indicating it fires aforementioned "subsonic rounds", the weapon can somehow be replenished with, of all cartridges, the 5.45 Soviet round.
The Norinco Type 64 can be unlocked by obtaining Lian Xing's commendation, which requires the completion of all objectives in the Kyrgyzstan, Tokyo, and Myanmar levels. Fittingly, the only enemy stupid enough to ever possess such a weapon in the entire game is a North Korean operative that Lian encounters in Kyrgyzstan.
The PP-19 Bizon is available in the game as the Biz-9. It is described in the game as being chambered in 9mm, which suggests 9x19mm, as well as having a capacity of 32 rounds; however, it appears to be based on the older Bizon-1 model rather than the newer Bizon-2, therefore rendering both the chambering (older Bizon-1s were only produced in 9x18 Makarov) and the capacity incorrect (a real PP-19 Bizon in 9x19mm would have a magazine capacity of 45 rounds).
Although unlisted in the game as an unlockable weapon, the Bizon can be unlocked after completing Carthage 3 and unlocking the Belarus 1 level.
SA vz 61 Skorpion
The Skorpion vz.61 returns in the Syphon Filter franchise, this time simply known as the Scorpion. Previously featured in Syphon Filter 3 as the SPYDER. The Omega Strain incarnation of the weapon is depicted with black grips, an unfolded stock (which hilariously enough, rests vertically ON the player character's shoulder when firing!), and a 20-round magazine that incorrectly holds 32 rounds of, amusingly enough, .32 caliber ammunition. It is the only .32 ACP auxiliary weapon in the game that can be legitimately acquired. Although it is a decent submachine gun which can be obtained right at the start of the game, has very low spread and a generous amount of ammunition, it is not very powerful (requiring 3 to 4 shots on an unarmored target for a kill, and far more against flak jackets), although the low power can be alleviated with manual aiming and carefully placed headshots. The true issue stems from its chambering, for which there are no weapons that can be found on the field. The problem of ammunition can be somewhat alleviated by equipping both this weapon and the PPK (which can provide up to 96 extra rounds), it would be much more effective to equip a more powerful auxiliary weapon to begin with, unless the player specifically selects it in the Carthage series of missions, where numerous CHA personnel and ALA terrorists carry it.
The Skorpion can be unlocked by completing the bonus objective ("Shoot all the targets in under 45 seconds") in the training level.
SITES Spectre M4
The SITES Spectre M4 is available in the game, simply called the Spectre. An already rare weapon, yet rarer in media and video games, it is probably one of the rare few to depict the weapon with an unfolded and extended stock. Although the weapon description outright states that the magazine is designed to hold 50 rounds (which would be, in fact, the correct capacity), the game manages to both make an erroneous fact and deceive readers within the same sentence; firstly by claiming that the magazine has the same length as a "30-round clip", and secondly because the Spectre in the game can only hold up to 32 rounds, rather than the stated 50 rounds. The weapon also fires in either 3-round bursts or fully-automatic, which is incorrect; the real Spectre does not have a three-round burst setting.
The Spectre can only be unlocked by obtaining the Carthage Exemplary Service Tribute medal, which requires the completion of specific objectives in, of course, the Carthage series of missions.
Fictional Air Pistol
A weapon known in the game as the "Air pistol" can be found. Similar in form and function to a Dan Inject air rifle, it functions in the game as a single-shot, less-lethal dart gun which is capable of instantaneously incapacitating any target it hits, with two exceptions: targets with body armor will not be affected when hit in the torso, and any target will be killed if hit in the head, rather than incapacitated; just as the weapon description cautions players.
The air pistol can be unlocked by obtaining the Expert Non-Lethal Force Specialist (ENLFS) rating, which requires 200 non-lethal incapacitations.
A cut weapon called Tanfoglio_TA90, which reuses the air pistol model, can also be found, however the model appears to be a placeholder. The ingame TA90 behaves like a semi-automatic firearm, with a magazine capacity of 12, a fire rate rating of III and a damage rating of III; it is presumably an unfinished weapon meant to represent the actual Tanfoglio TA90.
Should Ehud Ben Zohar survive Yemen 2, he will teach the player character dual-wielding. This allows the player character to carry a pair of the selected weapon, instead of just one. Dual wielding presents two major advantages: the first, and most obvious, being the literal doubling of firepower when using pistols. Both weapons are fired exactly at the same time, rather than in an alternative motion; this means that as a general rule of thumb, should the player score a hit, it will register as two hits, for both weapons' bullets connect(ed) with the target. There is no penalty to dual-wielding whatosever; weapon spread remains exactly the same. The second benefit is the doubling of total ammunition carried for pistols, which can be an enormous advantage when using Auxiliary weapons or even Back weapons chambered in the same caliber, especially for missions which have a severe lack of ammunition supplies, for whatever reason. For instance, a player carrying one single Heckler and Koch Mk 23 or Mk 23 SD would have a maximum possible reserve ammunition count of 144 rounds, but when carrying two, it would be multiplied twice to 288. Being a .45 weapon, the Mk 23 (or the SD variant) can be paired with the Heckler and Koch UNP 45, a .45 Auxiliary, which also comes with a maximum ammunition count of 288 rounds. By equipping both the Mk 23 and the UNP with dual wielding available, the player character would potentially have 576 rounds of .45 at their disposal, to be used in either weapon; much more than necessary in most missions. This does not account for the added ammunition that can be unlocked by scoring par for all the missions offline. As another example, the CZ Mach 9 offers 288 rounds when chosen as a single weapon, but should it be dual-wielded, allows a total of 576 bullets (the equivalent of the above Mk23/UNP example). Combining a dual-wielded CZ with the Heckler and Koch MDS A3 or MDS PDW and the Steyr AUG would in essence provide a staggering equivalent of 1,416 9mm rounds, give or take (again, this does not include the aforementioned ammunition bonus from "parring" offline missions).
The Beretta 92F is available in the game, as simply the 92F. It is depicted in the game with an incorrect magazine capacity of 12 rounds.
The 92F is the first firearm the player character starts with in Omega Strain, and is therefore available as a default weapon. Being the first weapon the player has access to, and as with most other video games in general, it is not very powerful, nor is the fire rate very high, although it has a common chambering and a relatively generous total ammunition pool of 144 rounds, ensuring that the player remains stocked with plenty of ammunition at all times. Technically, the player could equip a back and/or auxiliary weapon with 9mm rounds to boost its performance, but in most cases, it is ditched as soon as players have access to better pistols.
Another version of Beretta 92F existed in the game as a cut weapon. It has fire rate II instead III and damage V instead III. Can only be acquired through the Magic Box Trick or cheats.
The Beretta 93R is available in the game, as simply the' 93R. It is depicted in the game with wood grips, a folded foregrip, and an incorrect magazine capacity of 13 rounds, despite being clearly modeled with a 20-round magazine. The weapon is generally depicted as being used like a traditional handgun (presumably to avoid having to design new animations showing the use of the foregrip). Despite the description saying that it has a rate of fire of 1100 rounds per second(!), likely meaning to say per minute instead (which would be correct), the 93R in the game fires at a very reduced rate, resembling three quick semi-automatic trigger pulls more than a true burst fire mode.
The 93R is most notably Imani Gray's weapon of choice, and it can be obtained if the player receives her commendation, which requires the completion of all objectives in all three Carthage levels. The 93R is also the most common weapon found in the hands ALA terrorists during the Carthage levels; in fact, enemies armed with the 93R are very likely to be the first opponents the player will come across in Carthage 1. It is also the weapon of choice of Imani Gray, who instructs the player when going through the obstacle course. She can also be seen wielding the weapon in the Carthage 2 level and in certain cutscenes.
The M1911A1 is available in the game, as the M1911 A1. The weapon is depicted with what appears to be a blued finish, as well as black grips. The magazine capacity in the game is 8 rounds, which is plausible; many modern .45 M1911 magazines have a capacity of 8 rounds, but would protrude under the magazine well slightly. True flush-fit magazines, as the weapon in the game seems to be fitted with, should have a capacity of 7 rounds instead. As is seemingly the case with every .45 pistol in the game and previous Syphon Filter instalments, the M1911A1 is depicted as being devastating (at least for a pistol anyway), capable of taking down unarmored targets in a single shot, and most armored ones in just two, at the expense of harsh recoil, a slow firing rate and a very small ammunition pool.
The M1911A1 can be unlocked by obtaining the rank of Intelligence Officer (O3).
A variant of the CZ 75, the CZ 75BD, is present in the game under two forms, the CZ 75 and the CZ Mach 9, both of which re-use the same model. The weapon model appears to be fitted with a compensator, which is confirmed in the description of the Mach 9. The regular CZ 75 behaves as a semi-automatic pistol with an accurate magazine capacity of 15 rounds, while the Mach 9 variant is a fully-automatic machine pistol, likely meant to stand in for the CZ 75 Automatic, with an unrealistically high magazine capacity of 32 rounds. Being a handgun, the Mach 9 can be dual-wielded, giving the player character two fully-automatic pistols and a total of 64 rounds loaded into the magazines as well as another reserve pool of 512 (give or take) at their disposal, when fully loaded.
The regular CZ 75 can only be found on certain enemies in the Minsk level.
The Mach 9 can be unlocked by obtaining Maggie Powers's commendation, which requires the completion of all objectives in the Minsk level.
Fabric Nationale Five seveN
The original, pre-USG Five-seveN is available in the game as the SP-57. The weapon model is featured with a strange, brown-bronze sheen, and seems to lack a rear sight, but is otherwise depicted with a correct magazine capacity of 20 rounds. The Five-seveN in the game appears to be very powerful, capable of killing unarmored enemies in one shot, and armored ones in two or three, likely meant to represent the armor-piercing capabilities of a 5.7x28mm AP round, although it also presents the same strange conundrum as the UMP-45 and .45 pistols, in that the pistol appears to be more powerful than its auxiliary counterpart (the P90), which requires 2 shots to defeat unarmored opponents, and three to four against armored ones. Being the only other 5.7mm firearm in the game, it may serve as a source of extra ammunition for the SSP90, should the player wish to carry both.
The Five-seveN can be unlocked by obtaining the rank of Intelligence Analyst Specialist (O9).
The Glock 17 can be found in the game, simply known as the G-17. As is the case with the G-18 MP, with which it shares the same weapon model, it is two-toned, with black frame and silver slide. It is featured in the game as having a capacity of 12 rounds, although a standard Glock 17 should have a capacity of 17 rounds, which is hinted at in the weapon description; claiming it has "the largest magazine capacity of any conventional pistol made". Even then, this description would have been a vastly deceptive statement even in 2004; many other pistols were released at that time with a magazine capacity greater than 17 rounds. Statistically, it appears to be no different from the 92F, with a rating of III in both fire rate and damage, although it seems to be slightly more stable.
The G-17 is likely to be any player's very first unlock, as it can be unlocked by obtaining the rank of Investigative Agent (R2).
A cut weapon, known in the game as the G-22 SD, also exists. It re-uses the weapon model of the G-17 (and G-18 MP), although the slide texture appears to be a darker gray. The name and weapon description hint at the fact this weapon was meant to be suppressed; and in fact, even the firing sound is that of a suppressed pistol, but it doesn't cotton to such a condition in-game - firing this weapon will break stealth, which hints at the possibility it is an unfinished weapon. The weapon description states that it is chambered in .40 S&W and that it is "compact like the G-20", which seems to indicate it was meant to be a suppressed Glock 27.
The "G-22 SD" is a cut weapon, and is therefore unobtainable through normal means and can only be acquired through the Magic Box Trick or cheats.
A Glock 29 can be found as a cut weapon in the game, referred to as the G-20. The weapon model appears to be based on a subcompact model with a slightly oversized slide, and is described as being chambered in 10mm Auto, as well as "more compact and concealable than the G-17". Based on the name, weapon model and description, it can be inferred that the weapon was meant to be the Glock 29. This would make it the first known appearance of a Glock 29 in any video game, and probably one of the only (known and confirmed) appearances in any media. Like the G-17 in the game, this weapon is two-toned with black frame and silver slide, and has a magazine capacity of 12 rounds, which is also incorrect; a true Glock 29 would hold 10 rounds in the magazine.
The "G-20" is unobtainable through normal means and can only be acquired through the Magic Box Trick or cheats.
Heckler and Koch Mk 23
The Heckler & Koch Mark 23 is present in the game in two forms; an unsuppressed variant, known as simply the Mark 23, and a suppressed one, known as the Mark 23 SD. Both weapons are depicted as two-toned, with black frame and silver-colored slide. The SD version is fitted with a grey-colored silencer. Both weapons are also portrayed as having a correct magazine capacity of 12 rounds, and, besides the fact the SD version is a suppressed weapon viable for stealth, the weapons only differ in the amount of recoil generated; the unsuppressed version appears to recoil significantly more than the SD version. As is seemingly the case with every .45 pistol in the game, both variants of the Mark 23 are depicted as being very powerful, capable of taking down unarmored targets in a single shot, and most armored ones in just two.
The regular Mark 23 can be unlocked by obtaining the rank of Field Supervisor (C1).
The Mark 23 SD can be unlocked by obtaining the rank of Commander in Chief (T4), the highest rank in the game.
IMI Desert Eagle Mark XIX
The Desert Eagle Mark XIX is available in the game under multiple forms; two of which with the same weapon model, depicting a standard, 6" barrel (the Desert Express .50 and the Desert Eliminator .357) while the last with a long, 10" barrel and mounted scope (the Desert Sniper .44).
On the former two variants, barely visible on the weapon texture, is the older scope rail, which identifies the weapon as a Mark XIX. The weapon is depicted in the game as two-tone; gray frame with black barrel and grips. The .50 version is depicted with a correct magazine capacity of 7 rounds. Being the most powerful pistol-type weapon of the game, it will easily eliminate most enemies in a single hit, including those with body armor. Dual-wielding is, as a result, largely overkill. The .357 version is, on the contrary, much weaker, despite its apparently heavier cartridge, and is depicted with an incorrect magazine capacity of 12 rounds. To demonstrate their varying damage quantities, the .44 and .50 models both send enemies flying (quite literally), but the .357 variant lacks this ability. The third weapon, however, has a magazine capacity of 12, which is the largest number of rounds that a Desert Eagle can carry per magazine - because of this, it has the highest quantity of bullets among the Desert Eagles.
On the .44 variant, the weapon model is depicted with a lighter, chromed frame, with black grips as well, a chromed barrel, and a mounted optic, which can be used in the game when aimed in first-person mode; making it the only such pistol with a scope. In addition, the optic is variable zoom, allowing the player to quite literally use the Desert Eagle as a sort of "sniper handgun". The magazine capacity in the game is an incorrect 10 rounds.
The .357 version can be unlocked by obtaining the Karkadann, which is Alima's unicorn charm, a type of medal which requires the completion of certain objectives.
The .44 version can be unlocked by obtaining Ehud Ben Zohar's commendation, which requires the completion of all objectives in the Yemen 1 and 2 levels.
The .50 version can be unlocked by obtaining Gabe Logan's commendation, which requires the completion of all objectives in the Montenegro and Ukraine levels.
IMI Jerico 941R
The IMI Jericho 941R is available in the game under two forms: the Jerico-41 and the Jerico-9. The weapon model is shared by both variants, and features a stainless frame and slide, as well as a slide safety. As the name and weapon description of the first variant confirm, the Jerico-41 is chambered in .41 AE, a chambering that is now rendered obsolete and discontinued for the Jericho line of pistols. The second variant is - unsurprisingly - a 9mm version of the same weapon. The 41 variant has a magazine capacity of 12 rounds, while the 9 variant's is 16 rounds - both of which are slightly incorrect, in the sense that respectively, real Jericho pistols would load 11 rounds of .41 and 15 rounds of 9mm in the magazine, although the extra round can be achieved by loading one in the chamber.
The .41 Jericho can be unlocked by obtaining the rank of Field Research Specialist (O4).
The 9mm Jericho cannot be unlocked, but can be found in the Yemen 1 level. Exactly why it is located there is an absolute conundrum, especially because the mission also contains a much more powerful Desert magnum pistol. Also, despite the game description declaring it fires 9mm rounds, it can surprisingly accept .357 rounds from the Desert Eliminator.
The PSM is present in the game, under its proper name, PSM. It features an incorrect magazine capacity of 12 rounds, whereas the real life PSM only holds 8 rounds in the magazine. Despite being chambered in 5.45x18mm, a rather small cartridge which develops very little stopping power, the in game PSM is somehow capable of killing unarmored targets in a single shot, and three to four shots only are required to take down armored opponents, as mentioned in its description. If dual-wielded, it would be akin to the Desert pistols.
The PSM can only be found in the Lorelei and Zurich levels.
A Makarov PM can be found in the game, known as the Makarov Pistol. It is depicted with the original bakelite grips with Russian star, as well as a magazine capacity of 12 rounds; although this would be correct for a PMM, the weapon is clearly an original PM, and thus the magazine capacity is erroneous. The PM in the game behaves in a wildly unrealistic manner; it has almost no spread, yet tremendous amounts of power; capable of killing unarmored targets in a single shot, and armored ones in two to three shots - directly contradicting the weapon description, which states its stopping power is no different from that of a 9X19mm Parabellum-firing Beretta 92F.
The Makarov can only be found in four spots: from the magic box glitch in various missions, in a box at the arms bazaar in Yemen 1, it is held by Yushchenko in the same mission, and in the hands of certain enemies in the Ukraine level.
Another version of Makarov Pistol presented in the game as a cut weapon under "base" name. Can only be acquired through the Magic Box Trick or cheats.
Sig Sauer P229
The SIG P229 is available in the game as the D229. The weapon is depicted in the game with a two-tone finish, with black frame and controls, and silver-colored slide. Although the magazine capacity in the game is 13 rounds, which would be correct for a 9mm variant, the weapon description states that it is chambered in .40 S&W, therefore the magazine capacity in the game is inaccurate; real-life .40 S&W P229s have a magazine capacity of 12 rounds.
A special variant can also be found, recognizable with its yellow slide, as the Riot pistol. This weapon is depicted as a less-lethal variant of the D229, firing "9mm rubber bullets". Interestingly, and despite that chambering, it is featured with a magazine capacity of 12 rounds - correct for a .40 S&W P229 as stated above, but now inaccurate for a 9mm variant. It is considered to be a non-lethal weapon; unarmored targets struck with it in any body part will be considered to be taken down non-lethally, unless, of course, shot in the head; in which case they will be killed outright.
The standard P229 can only be found in the hands of certain enemies in the Tokyo level.
The "riot pistol" can only be found in a weapon box, in the Zurich level, where it can be used to non-lethally dispose of the guards without breaking the "no collateral damage" parameter, for players that did not unlock, or elected not to choose, non-lethal weapons. Once again, the presence of the weapon is an absolute mystery, since the mission already provides other non-lethal weapons which generate even less noise than the pistol.
The Walther PPK is present in the game, as simply the PPK. The weapon model is missing slide serrations, an ejection port, and a hammer, and appears to be fitted with black grips and an unrealistically short suppressor. It is featured in the game with an incorrect 12-round magazine capacity. The PPK is one of the first suppressed firearms the player gains access to, and is very likely to rely on it for stealth missions, as the other unlockable suppressed sidearm is the Mark 23 SD, which is now unobtainable through normal means due to the shutdown of online services. Just as the Steyr AUG's presence in the game seems to reference the Die Hard series of movies, the PPK's could be a possible James Bond allusion.
Although unlisted in the game as an unlockable weapon, the PPK can be unlocked after completing Yemen 2 and unlocking the Minsk level.
AN/M8 Smoke Grenade
The AN/M8 smoke grenade is available in the game, as simply the Smoke grenade. The weapon description clearly states that it is filled with HC gas and that it releases white smoke, positively identifying it as an AN/M8 grenade rather than an M38 (which uses TA) or an M18 (which releases only colored gas). The smoke grenade does not explode on impact, but detonates only when the grenade stops moving. In doing so, the smoke grenade will release a slowly-expanding cloud of vision-obstructing gas. The way it functions against the enemies in the game is that if the player is inside the cloud of smoke, the player will be considered as being completely invisible to the AI; meaning that they will be rendered blind, and therefore fail to recognise the player, causing them to hold their fire, no matter how close they are physically to the player's position (including, quite literally, right in front of their noses!). This can make it a particularly useful grenade to players needing to be shielded from enemy fire while doing something that causes them to be exposed to harm (due to incapability of firing back), particularly in the Carthage 3 level, where enemies will attack the players when trying to lock the doors, disable the viral bombs, and/or move the downed SWAT officers to safety.
The smoke grenade is the first grenade available to the player, and initially the only one. It is available right from the start of the game.
Another version of Smoke Grenade presented in the game as a cut weapon under "base" name. Can only be acquired through the Magic Box Trick or cheats.
The M47 grenade is present in the game as the Incendiary grenade. The weapon model is depicted with a raised neck, and seems to lack a ring. As the name suggests, it is much unlike the real-life grenade on which it is based, which only releases CS (tear gas). In the game, the grenade behaves similarly to the smoke grenade; detonating only when it stops moving. When it does, it instantly covers a large radius on the ground with flames, which will set any characters caught in it on fire, rapidly depleting their health through their armor until death occurs, or until the victim has moved a safe distance away from the blast radius. As expected, no body of water can extinguish such an intense wall of fire. In a true-life military scenario, the M47 would be immensely effective as an anti-personnel, anti-vehicular or area denial weapon, or simply to destroy thick vegetation and ferret out enemy forces that might be hiding within, akin to the Counterstrike franchises's molotov cocktail and the counter-terrorists' incendiary grenade.
The incendiary grenade can be unlocked by obtaining the Advanced Tactical Explosives Specialist (ATXS) rating, which requires 200 kills with explosives.
M67 Hand Grenade
The M67 hand grenade is available in the game as the M67 Delayed frag grenade. The grenade behaves differently than most other grenades in the game, in that it does not detonate on impact, but rather after a timer of roughly 3 seconds, as the name suggests. This is a double-edged sword: enemies have time to escape from the grenade or try to throw it back (although no in-game opponents have been observed to do this), but it also allows players to 'bounce' the device off surfaces to injure or kill opponents who are, for example, camping at a fixed location. The weapon model - a gray, spherical grenade with a red band - is reminiscent of the grenades in the PS1 Syphon Filter games.
The M67 can only be found in four instances: from the magic box in various missions, in the Carthage 3 level, where a specific terrorist might throw them at the player if they are trying to disarm the viral bombs; the Belarus 2 level, in a weapon box, and the Ukraine level, also in a weapon box.
M1917 Chemical Hand Grenade
A grenade resembling the M1917 Chemical Hand Grenade can be found in the game under two forms: the DormaGen gas and the Sarin nerve agent. The particular shape of the grenade in the game appears to match that of the M1917, the only visible difference being in the texture; DormaGen grenades are all-gray, Sarin grenades are brownish-gray with a bright orange sticker, featuring a stereotypical black skull and cross-bones logo indicating their lethality.
The chemical compound in the DormaGen grenades appears to be some form of extremely fast-acting anaesthetic gaseous chemical. As with most other grenades in the game, the DormaGen will explode on impact. In doing so, it will release a quickly expanding bluish gas cloud which will non-lethally incapacitate any character caught in it, including the player. Interestingly, because it is a non-lethal grenade, the game will not count self-incapacitation done that way as a literal 'death', even though the player will physically respawn at the last checkpoint subsequently. However, it diffuses rather quickly into the air, and thus it is ineffective against fast-moving enemies, or those who spawn in groups.
The Sarin grenade in the game is closer to its real-life equivalent, in that the real-life M1917 was typically loaded with choloropicrin, a WW1-era poison gas. In the game, the Sarin grenade behaves similarly to the DormaGen, with the exception that the gas cloud is yellowish, and of course, lethal to any character caught in it. Also unlike the DormaGen, it lingers in the air for an extended amount of time. The in-game weapon description features a lengthy rant of the effects of sarin gas on its victims, concluding with an anecdote about Saddam Hussein having manufactured large amounts of sarin gas, followed with the US government classifying it as a weapon of mass destruction in 2003 as a justification for the 2003 War in Iraq; rather dark irony - and, perhaps, humour - considering the IPCA is a federal agency willing to supply some of its agents with such a weapon, despite their stated objective being counter-terrorism and, thus, preventing the spread of WMDs!
Mk2 Hand Grenade
The Mk 2 hand grenade is available in the game, as the M61 frag grenade. Despite the name, the weapon model, and weapon description stating it is "pineapple shaped" all point out that it is a WW2-era Mk 2 instead. In the game, the grenade explodes on impact after being thrown (as most other grenades in the game), making it particularly hazardous to use in enclosed spaces.
The Mk 2 can be unlocked by obtaining the Intermediate Tactical Explosives Specialist (ITXS) rating, which requires 100 kills with explosives. However, because the player does not start with any explosive grenades unlocked at the beginning of the game, they must rely on pickups. Mk 2 grenades can be found in a box near the grenade training range in the training level; as there are several enemies in this level to test weapons on, the most frequent method to unlock the Mk 2 is to simply play the training level over and over, using the grenades provided exclusively to kill all the enemies in the level, of which there are six (or seven, if the collateral target is counted); thus requiring 17 playthroughs of the level using this method in order to unlock this grenade, or 15 playthroughs should the player disregard the 'no collateral damage' parameter.
Alternatively, the Mk 2 can be acquired from terrorists during Carthage 2 and used against their owners; this particular mission happens to contain the highest amount of respawning enemies for whatever reason. (The player can also use the magic box trick to acquire a Milkor MGL in the same mission, and use this for however long one desires to rack up the required amount of kills)
Another M61 frag grenade has in the game as a cut weapon. But it's fully match the original weapon. Can only be acquired through the Magic Box Trick or cheats.
A grenade resembling the Sting-Ball grenade can be found in the game under the name Tear Gas. As the name indicates, the grenade behaves nothing like a true Sting-Ball, instead exploding on impact, releasing a slowly expanding cloud of tear gas. Any character caught in the cloud of tear gas may be temporarily stunned, rendered motionless and displays the same animation as if they were stunned by the taser, for a few seconds.
The Tear Gas grenade is a cut weapon, and is therefore unobtainable through normal means, requiring the use of the Magic Box Trick and/or cheats.
Fictional Anti-armour Fragmentation
A grenade can be found in the game, referred to as the Anti-Armor frag. It is a large grenade, shaped like a dumbbell, which explodes on impact and generally behaves like the standard fragmentation grenade, with the exception that it can be used to cause damage to the tank in the Belarus 2 level; in fact, they are the only weapon that can defeat the tank - even the SMAW will deal no damage. This seems to make sense in reality: tank armour is incredibly thick especially on the vehicle's front; direct-fire attacks generally inflict minimal damage, or at least not enough to decommission the vehicle, which is the exact reason that the Javelin anti-tank missile was created. The grenade does not appear to be based on any real-life design. Notwithstanding, Gary Stoneman himself uses a SMAW in the same mission to distract the tank - exactly why he would bring such a weapon raises a number of questions, not least of which being the fact that the Javelin would be immensely effective as compared to his missile launcher.
The anti-armor grenade can only be found in a weapon box in Belarus 2, within a chateau room used by Mikhail Pulikovsky as a makeshift torture chamber, behind the chair on which Gary Stoneman can be found.
Fictional XM-84D Flashbang
A grenade can be found in the game, referred to as the XM-84D as a flashbang grenade. Although the weapon model depicts a generic, cylindrical grenade with the letters "FLASH" printed on the side, the name and behaviour of the grenade in the game indicate it was likely meant to be an M84 stun grenade. The grenade detonates on a timer, after roughly 3 seconds. Any characters caught sufficiently close will be blinded; enemy soldiers will be seen covering their eyes and not firing. Should the player be caught in the blast, their entire screen will be briefly turned white and the sound turned all the way down, to emulate both vision and hearing impairment, much as the case was - and still is - in Counterstrike, Battlefield, Call of Duty, and various other military-simulating shooters. If caught in the blast while wearing nightvision goggles, the blinding effect lasts longer, which simulates the light receptors being overloaded, effectively blinding its wearer. It must be noted that the effect is rendered inefficient if the characters caught in the blast were not looking in the direction of the grenade when it explodes; the player can therefore completely bypass the effects of a flashbang simply by looking away.
The flashbang grenade can only be found in the Carthage 1 level in a weapon box. It is also used by grenade-carrying terrorists in the same level, in the metro tunnel, which is pitch dark; to try and blind the player in the hopes they are using NVGs, in order for gun-armed enemies to shoot at them in turn.
Unknown cut grenade called Tank Turret exist in the game. Can only be acquired through the Magic Box Trick or cheats.
Another version of Tunk Turret presented in the game as a cut weapon under "base" name. Can only be acquired through the Magic Box Trick or cheats.
Composite 4, called in the game as C-4 Explosive can be acquired in Carthage 1, Carthage 2, Italy, Belarus 1, Belarus 2, Tokyo and Myanmar. The player seems to somehow have it in Yemen 2 despite being stripped of all one's weapons, and uses it to destroy the SCUD missile. Strangely, it does not show up in the inventory at all. Stone uses it in Ukraine to blow the prison's weak wall in an attempt to rescue Alima Haddad. It is either detonated via a manual trigger, or blows up when exposed to a pressure (such as a train running over a planted explosive).
These are another weapon which the player can never use, but rather it is Zohar who deploys them and detonates them to stop an incoming vehicular convoy during an ambush in the Yemen arms market.
M18A1 Claymore Mine
The M18A1 claymore, named in the game simple as claymore is seen during the Myanmar mission, during which the player is tasked with deploying them to halt an enemy advance to the boat. The device is command-detonated and directional, meaning it is fired by remote-control and shoots a pattern of metal balls into the kill zone like a shotgun. The Claymore can also be victim-activated by booby-trapping it with a tripwire firing system for use in area denial operations. The player can never actually use it, but Lian will trigger them if enemies get too close to the character. This is rather integral given the fact that the mission requires players to recover a dead operative's corpse, which naturally slows their movement to a crawl.
ThrowingKnife is a cut weapon and don't have 3D model and description. Can only be acquired through the Magic Box Trick or cheats.
The K-BAR is likely standing in for the USMC issue KA-BAR knife. It is unlocked upon completing the Training level. As befits its nature as the first ever melee weapon, it shines when performing throat slit kills, and is a terrible choice for armoured enemies or bosses.
A generic shuriken, with four points, is available in the game under name, shuriken. Shurikens are predominantly featured as the main weapon carried by Lian Xing in the Kyrgyzstan level. Her shurikens in that specific mission are more powerful than the shurikens unlocked for use by the player; she explains that they have been coated in a special poison, which are handwaved as being the reason why they will kill in a single hit; the regular shurikens require multiple body hits, and can only kill in one hit if thrown at the head. Shuriken are notorious for their short range, relatively low speed, and parabolic trajectory; they will drop significantly after a certain distance, preventing them from being used at any significant ranges, particularly against moving targets.
The shuriken can be unlocked by obtaining the Advanced Combat Knife Specialist (ACKS) rating, which requires 100 kills with bladed weapons.
A stiletto knife is available in the game, simple called Stiletto. The weapon description perpetrates the long-debunked myth that Teflon is a magical coating capable of penetrating armor; although unlike in the PS1 episode of the game, where that myth was applied to the K3G4 and its ammunition (thus warranting its ability to shoot -through- enemy body armor, and inexplicably allowing Gabe to pick up said armor and refill his armor gauge), this time in Omega Strain, it's a magical Teflon-coated armor-piercing knife. The purported armor piercing capabilities of the knife are not overstated; it is possible to kill armored opponents in a single hit with this knife.
The Stiletto can be unlocked by obtaining the Intermediate Combat Knife Specialist (ICKS) rating, which requires 50 kills with bladed weapons.
Also, there's another version of stiletto available in the game as a cut weapon. It's called k_Stilleto and can only be obtained through the use of the Magic Box trick, or cheats.
The IPCA Commando, also referred to as the Comblade in the weapon description, appears to be a sort of large, bowie knife. It can be unlocked by obtaining the Expert Combat Knife Specialist (ECKS) rating, which requires 250 kills with bladed weapons.
VibroBlade is another combat knife, this time with a design that appears inspired from a Rambo-style survival knife. The description for this weapon, however, makes it out to be some sort of post-modern, advanced piece of technology which has more in common with Metal Gear Solid pseudoscience than any basis in reality.
It can be unlocked by obtaining the Elite Combat Knife Specialist (ECKS2) rating, which requires 450 kills with bladed weapons.
A Gurkha knife is present in the game as a cut weapon. Sadly, it lacks a weapon description, and its stats are the same as that of any other knife, although it appears capable to defeat any enemy, regardless of body armor, in a single hit.
Because it is a cut weapon, it can only be obtained through the use of the Magic Box trick, or cheats.
E.D.T. / E.P.D.D.
Although the game also features a few melee weapons, many of which are bladed implements, it simply wouldn't be Syphon Filter without the iconic Taser. In Omega Strain, presumably to avoid copyright infringement, the weapon does not appear under the Taser name, nor do they have the shape of the original Air Taser as in the PS1 games; or, for that matter, the shape of any recognizable weapon in particular. It is available in two forms, the E.D.T. (an acronym which seems to stand for Electromuscular Disruption Technology) and the E.P.D.D.. Just like in the original trilogy, these weapons are capable of stunning enemies to incapacitation, but if tased for too long, the bodies of the victim will eventually - and hilariously - catch fire, thus transforming a non-lethal incapacitation into a lethal kill. It must be noted, however, that neither weapon is capable of penetrating body armor; aiming at a leg, or with sufficient skill, an arm or the head (!) is required in these cases. The only difference between the two seems to be maximum range; the E.D.T. is stated in the weapon description to require the user to be within 25 feet of the target; in the game, the maximum distance appears to be closer to 25 meters, but it does have a maximum range. The E.P.D.D., on the other hand, possesses a sniping range, quite literally, and its wire will eventually reach any target in direct line of sight, even if they are, at an extreme distance, as long as there is no obstacle between the assaulter and the assailant.
The E.D.T. is recognizable with its green shell, and can be unlocked by obtaining the Intermediate Non-Lethal Force Specialist (INLFS) rating, which requires 50 non-lethal incapacitations.
The E.P.D.D. possesses a gray shell, and can be unlocked by obtaining the Elite Non-Lethal Force Specialist (ENLFS2) rating, which requires 350 non-lethal incapacitations.
The Stun Jack appears to be some sort of close-range EDT/ EPDD. It is a stun baton with a voltage running through it, which has the ability to instantly incapacitate any target, provided the player can approach them close enough to strike them. It doesn't matter what body part, or whether the target has body armor; it is essentially a one hit, one stun weapon akin to the Barrett M82 or the Desert pistols. This makes it incredibly similar to the "hand taser" which was used in certain Syphon Filter 2 missions. The only target who it seems to be ineffective against is the Tokyo "mini-boss" Iwao Ryusaki, who is armed with the iconic chaingun as described in the "M134" section.
The Stun Jack is available right from the start to any new player, like the smoke grenades and the 92F.
Another version of Stun Jack presented in the game as a cut weapon but it's named E.P.D.D. and has faster fire rate and lacks description. It can only be obtained through the use of the Magic Box trick, or cheats.
A torch is present in the game as a cut weapon. There is no description in the equipment menu, and the model there lacks a flame and simply appears as an unlit stick, but when wielded in the game, the flame correctly appears. As one would expect from a torch, it emits light, serving as an alternate way to see in the dark, although it is a little pointless considering the standard wrist torch (which doesn't impede the use of weapons) and the NVGs are also present. It can also be used as a weapon; it will not deal any damage to targets, instead setting them on fire and letting the fire burn away their health until they go down. Interestingly, and perhaps appropriately, kills made with the torch do not count as anything other than normal kills; they do not add to the knife, headshot, or non-lethal tallies.
Because it is a cut weapon, the only way to use the torch is through the use of the Magic Box trick, or cheats. However, it can be physically acquired during Lian's bonus mission, set in Saydahmat's compound, although the player will need to use it in place of the shurikens.
Gadgets and Equipment
Personal Illumination Device (P.I.D.)
A torchlight conferred to any player, regardless of rank, for every mission. It seems that Lian Xing cannot use it during her bonus mission. Caution should be exercised during stealth operations: this device is known to blow the user's cover.
Night Vision Goggles
A device that players can use in Training Centre, Carthage 1, Carthage 2, Belarus 1, Yemen 1, Minsk, Lorelei, Tokyo, Myanmar and Ukraine. It can only be acquired from dead enemies or boxes, and is never provided by default. Unlike the torchlight, it can provide a stealthy source of illumination during stealth ops, but looking directly at a bright light will blind users for a short time span.
A bullet-protecting vest which all players receive for every new mission. The default value is 275, but it can be increased by achieving the Bio-Data Retrieval Expert special rating. The increased armour provides 350 hit points. Certain attacks can naturally kill the player by bypassing armour, such as intense fires, grenades, Sarin gas, falling from a high area, headshots, tank cannon shells, explosions and more.
A computer found in the burning bank in Carthage 1, directly next to the player's starting position. In offline play the jump glitch can be used to acquire it, while in multiplayer the team can have one person operate the water valve while a second player hurries into the bank and collects it. It is impossible to employ the latter strategy in offline mode because the laptop will be water damaged if exposed to the sprinklers for too long. The recording on this shows that Broussard backed out from his deal with the ALA regarding the sale of a viral sample to the terrorists after seeing the adverse effects of the biological weapon. This then caused the assault on Carthage.
Acquired in Carthage 1 from a CHA officer guarding the storage area which contains biological data recovery equipment. The room in which the bio-data gear is stored can also be accessed by shooting the keypad.
This is required in Carthage 1 to complete the water sample objective and also to perform a field autopsy in which a tissue sample is collected. Damaged gear is on the ground near the player's starting point.
Water samples from the city of Carthage.
Tissue Sample (Cell Culture)
Tissue sample acquired from a dead body in Carthage 1. One of the ten components required to cure the Omega Strain.
Viral Container (ALA)
Viral containers collected from ALA bio-terrorists threatening to infect the Carthage water system in the second mission set in this location. The player has 5 minutes to stop the terrorists from contaminating the water supply.
Mujari's Micro Recorder
An audio recorder Mujari used during a meeting with Broussard. Found in Carthage 2 in a theater where a CHA officer is held hostage and can only be acquired if the man is rescued. Should he die, the recorder mysteriously vanishes. The recording shows that Mujari's meeting with Broussard was interrupted by some ALA commanders. One of the ten components required to cure the Omega Strain.
Lock and Chain
Used in the Carthage mall to stop SWAT teams from entering.
Bomb Diffusal Kit
Used in the Carthage mall to diffuse viral bombs which Masson threatens to detonate. Also can be used to disarm a normal explosive on the second floor. Should the player ignore this explosive, it will destroy a bridge connecting the left and right sides of that level.
Used in Italy to blow up an area of the square and attract unwanted attention while Stone escapes unhindered.
Documents from Dobranski's office safe. The video shows Jandran's safety precautions regarding the virus handling. One of the ten components required to cure the Omega Strain.
Required to collect a sewage water sample from the Belaya Vezha. Obtained from the copter crash site, without this the sample cannot be acquired. The sewage sample is one of the ten components required to cure the Omega Strain.
A guard who spawns in one of three random locations in the chateau has this. He will have a flak jacket and is therefore harder to kill than most patrols in this building. Shows where Anatoly Yushchenko has visited.
Issued by default to the player in Saydahmat's compound. Must be administered to the antagonist's cup of water, presumably killing him later.
Samaev's Bio-weapon Container
This is the main plot device of the mission set in Kyrgyzstan. It is sold by Saydahmat to a North Korean man, Sok-ju Yang, in exchange for a handsome amount of funds. However, Lian attempts to stop the deal, and disguises herself as a concubine to Saydahmat after killing his assistant, Dosbol Samaev. She acquires the container when Samaev has collected it from the armoury, and gives it to Yang, then deceives him. She must later kill the Korean to seize the device.
Saydahmat's Personal Files
Collected from a guard near the laser security system in Saydahmat's compound. Shows where Anatoly Yushchenko has visited.
Identification documents of Amahd Fazeel, the "VIP" who wanders the construction site in the Yemeni arms market before presumably going to the bazaar. He attempts to access the tunnels leading to Fadhil's office, but is accosted by a guard standing there, although this patrol can be distracted by kicking the unstable pillar. If he detects the player taking out a weapon while too close, he will run off and this causes the credentials to be inaccessible. The player can acquire them to access the market by killing the man.
Photograph (Fadhil's Files)
Acquired from Fadhil's office if the player sneaks in without attracting attention. If detected, the guard may possibly burn the area down, thus destroying the files.
Thae-bok Jon Credentials
Documents of identification of a second North Korean man found wandering an area adjacent to the arms market in Yemen.
Collected from the man standing guard outside Fatha al-Hassan's headquarters. Can also be found in the second level of the office with the video tape evidence.
Incriminating evidence that irrefutably supports the Mossad's assertions that the Yemeni Liberation Authorities is a renegade organisation. It details al-Hassan committing atrocities against the innocents of Yemen. This recording shows the man and Khorsh, his attack dog, forcing a civilian to falsely confess to certain deeds. The player must sneak into the office to seize this; if detected, a guard will attempt to liquidate it.
Automatically issued to the player in the International University. Four must be deployed in specific locations.
Overheard from the guard accessing the office near the warehouse. Can be used to shut down local security both in the warehouse and the university. The player can alternatively shoot the cameras with a silenced weapon to disrupt security, if they failed to catch the code.
Held by Foreman Jones, and is used to access the refrigerated truck where a tracking beacon must be placed on the cargo.
Acquired from Maggie's safehouse, these must be deployed on Meta Global containers. There are always 2 containers with randomised locations and the third beacon must be placed on the truck's cargo.
Also acquired from the safehouse, these are used in Jandran's labs. They must be deployed before the armoured security personnel starts liquidating the incriminating evidence.
Omega Strain Serum
Acquired from the machine in the centre of Jandran's labs. The player must operate four control panels consecutively to collect it. One of the ten components required to cure the Omega Strain.
Photograph (Mass Grave 1)
Image of the first mass grave in Ivankov's home.
Photograph (Mass Grave 2)
Image of the second mass grave in Ivankov's home.
Photograph (Mass Grave 3)
Image of the third mass grave in Ivankov's home. This is incriminating evidence of genocidal activities being carried out.
Photograph (Uri Gregorov)
Image of Uri Gregorov, the head of the SVR, who was on good terms with Gabe and Lian in Syphon Filter 2.
Image of the school.
Image of the church.
Image of the hospital.
Sample of a dead villager's body.
Scrap of Paper
A slip of paper in Ivankov's house.
A miniature nuclear device Stone seized from the CIA headquarters in Langley. Used to destroy the rig which is salvaging the Lorelei's Syphon Filter shipments, so they can never again be accessed.
Dr. E's Vaccine
A vaccine Dr. E issues to the agent who must make sure that Jandran has had a dose of it, so the virus he is infected with will be rendered inert.
Spoilers: It is presumed that this contains a dose of lethal chemicals, for Jandran is later killed.
Level 13 Access Codes
Access codes acquired from 2 computer systems in the salvage rig. Only with these can the highly restricted Level 13 be accessed.
Sample of the Syphon Filter virus, salvaged from the Lorelei, acquired from the rig's labs.
Ryusaki's Control Unit
Only acquired from Iwao Ryusaki's corpse. This is one of the two ways to access the locked elevators in the Murakawa tower, the second method being to hack the basement's electronics.
Footage recovered from a hidden camera in Murakawa's main suite.
Spoilers: It shows Mara Aramov coercing Sanzo Murakawa to kill himself, thus rendering him useless to anybody attempting to interrogate him, while reassuring him that Yong-jun Kim will also be silenced.
Tracking device acquired from Imani Gray's body, which shows the viral container's exact location.
Belongings of Yong-jun Kim, seized by the SLORC rebels in Myanmar, which must be acquired by the IPCA operative.
Viral Container (SLORC)
This is held by a terrorist from the Meta Global corporation.
A document stating that Mara bribed the SLORC to shoot down the airliner on which Imani and Kim were flying.
Acquired mainly from online play, although offline players can also collect it via the jump glitch. It's on the temple rooftop near the Meta Global terrorist.
Issued to agents in the Niculescu funds tower. Must be deployed in the security camera network to allow unhindered access to certain areas which are being watched by the CCTV.
Computer Data Transmitters
A second item given to agents for the Niculescu funds tower operation. Need to be placed within the computer system.
Hard Disc Containing a Computer Virus
Hard disc that when inserted into the mainframe, will upload and destroy all the records of information within the system.
Bio-tech Gel Compound
A special compound that can harden to a texture similar to skin to bypass alarm systems.
Security Chief's Handprint
A replica of the security commander's handprint that allows users to scan the hand to bypass a security system in the vaults.
Key that accesses Niculescu's master suite, held by the captain (who's coincidentally armed with a USAS-12).
C-4 Detonator (Alternate)
C-4 Detonator with alternate description. Unused by the game.
File Documents on the ALA
Can be found in Zurich, but it's unused by the game and never appears in inventory.
File Documents on Birchim
Can be found in Zurich, but it's unused by the game and never appears in inventory.
Can be found in Montenegro, but it's unused by the game and never appears in inventory.