These are listed in the order in which they appear in your personal arsenal. Each weapons class takes up a "slot" and picking up another weapon from a slot's class replaces the current weapon in that slot. If you try to pick up a weapon that replaces a weapon you already have, you have to hit a button to confirm the pickup rather than just run over the weapon. See the controls page to find the button for your platform.
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One slot is taken up by your fists, which you always have.
These augment your fists, making your punches more powerful.
These kill with blunt force or laceration, and are useful when you're feeling brutal or want a reasonably quiet kill. These aren't for sale but you can find them around.
Your traditional baseball bat...BATTER UP!
An Japanese sword.
The knife is an ordinary melee weapon but has a special attack mode. If you target an unaware opponent (for example approaching them from behind) and attack you should slit the target's throat, killing them instantly.
Attacking with the golf club should bring back good Vice City memories.
You can get this from playing pool at a country bar. It's very long, so you can seperate yourself from the enemy when attacking.
You can pick up one of these if a policeman "accidentally" dies near you.
As a melee weapon, the chainsaw is unique in that it "locks" characters in place and does enough damage that it is usually a one hit kill.
These weapons can be held by CJ in both hands if you have high enough skill.
The basic pistol is modeled on a 9mm. Dual wielded at Hitman level.
The silenced pistol differs from the 9mm pistol in that, when fired, it seemingly has less effect on CJ's Wanted Level than other weapons. In stealth missions the silenced pistol allows silent kills at a distance, although players should be sure to use headshot kills. Failure to kill a target with a headshot can result in return fire, causing a higher alert level in the mission.
The Desert Eagle or "Deagle" is a powerful pistol that kills with one shot.
Shotguns are deadly at close range. However, they don't hold many shells at once, so you need to reload often.
Basic shotgun.
Dual-wielded at Hitman level.
The SPAS-12 is an automatic shotgun with 7-shell chamber.
These are guns with automatic fire but pistol grip.
This is quite like a pistol, but it has rapid fire. Can be fired in both hands, but not as powerful as the Micro SMG.
Appears to be based on an Uzi. A Balla favorite.
The Tec-9 and the Micro-SMG are classified as machine pistols for your weapons statistics. Each is dual-wielded at hitman level.
The versatile SMG is useful in a drive-by, and when CJ is in a crouching position the SMG's range and accuracy are comparable to the assault rifles. It resembles the MP5 in real life. Because it's too large to hold in one hand, it cannot be dual wielded.
Assault rifles have automatic firing and heavier ammunition than the submachine guns.
An old Red Army standard. Ballas and Vagos tend to carry these a lot. They're very effective.
The western world's answer to the AK-47. It has a longer range and a higher capacity magazine than the AK.
Rifles are used for long-distance hits. After each shot there is a delay for reloading.
Your basic rifle.
The sniper rifle has a first-person mode with zoom associated with it. Using this you can kill from a very long way away.
These are some of the most powerful weapons in the game. Unfortunately, they aren't available for purchase at Ammu-Nation. They're around if you know where to look.
The RPG can destroy virtually all vehicles in the game with a decent shot, handy for causing mayhem or getting a police helicopter off your back. It can also be used as a more accurate substitute for grenades or molotov cocktails.
The Heat Seeking Rocket Launcher is practically the same as the RPG except that when aimed it also shows a targeting symbol. This is usually placed on the vehicle roughly in the centre of the aimed view. When the launcher is fired the rocket will then hone in on the target. This is not all that useful on land vehicles but is the best way of bringing down aircraft and helicopters.
The flamethrower is, in many ways, a great weapon as it is the only practical area-effect weapon in the game and causes a great deal of chaos by setting pedestrians and passing vehicle on fire. Since any area it touches continues to burn for a while after, it also effectively allows you to stop people moving through an area. The weapon has two major weaknesses: firstly since it creates a burning area wherever it is fired it is only possible to move backwards when using the flamethrower; secondly it is difficult to control what will be affected by the flamethrower and using it on a busy street is likely to rapidly increase your wanted level and make you a target for pedestrians.
The Minigun or chain gun is effectively a monster machine gun with a huge rate of fire. It needs to be "spun" up by being aimed. It is probably the best weapon for dealing with large numbers of spawned enemies, such as cops at Wanted Level 5 and gang members in Turf War.
Because these weapons are lobbed rather than fired, aiming them is rather difficult. The angle of inclination of your throw determines the angle it is lobbed, and the duration you held down the fire button is what determines how much force is used to throw it. It will explode after leaving your hand, the length of time before it explodes is the same regardless of how you threw it, high angles may result in it exploding while still far in the air and doing no damage. They also spread damage across a wide area, so if you're not careful you can harm yourself. When used right, however, they can kill quickly and effectively.
The hand grenade can be useful, if expensive. You throw them and they explode. You might try it to initiate gang or turf wars and it can also be used to dissuade pursuing rival gang members before resorting to side- or long-arms.
Throw the Molotov and it starts a fire. A good throw can have devastating consequences, causing a chain reaction of exploding vehicles.
The Molotov becomes quite handy once you've completed the Firefighter mission to become fireproof. You can kill a half dozen assailants (like gang members in a turf war in close proximity) instantly, without fear of having it backfire. Be careful though, because vehicles set on fire will explode a few seconds later, and being fireproof doesn't mean you're immune to the concussive force of an explosion.
This is a two-stage weapon. You throw one and it sticks to the first surface it hits. So you can attach them to walls. You can lay multiple charges before exploding them. To detonate, cycle though your weapons until you see the remote control, then fire. Make sure you're far enough away! Besides blowing up vehicles and walls, this weapon's good for setting booby traps for oncoming gangstas.
These give off a gas which renders opponents temporarily ineffective. CJ is immune to it.
These aren't really weapons, although one can be used as one. They are operated by being selected through the weapons list, however.
This is usually used to cover up gang tags but can be used like mace. You can spray it in an opponent's eyes to temporarily incapacitate them.
Taking someone's picture is probably not going to kill or debilitate them in any way.
Can be used against enemies but also puts out fires. It needs to be aimed at the base of fires to put them out.
These are usually given to your girlfriends, but some of them can be used as weapons, with various degrees of effectiveness. You have to look around for them.
Found in a lot of places, mostly outside 7/11s.
A purple dounble-ended dildo found in police station showers.
A vibrator found behind a dumpster in the town in the North-West of San Andreas, where the boat school is.
Used in a few missions, when equipped the screen turns green and CJ can see in the dark.
Almost the same as night vision goggles, they detect body heat.
Usually found on tall buildings, there is also one on Mount Chilliad and you get one when jumping from a plane. Allows CJ to float safely to the ground from a high place.
Body armor isn't carried, it's worn. It serves as added protection against bullets and explosions. It drains like health each time you are hit.
Body armor can be purchased at Ammu-Nation, but there is usually a spawn point near major save areas.
Completing the Vigilante mission increases the effectiveness of body armor by 50%.
At the beginning of the game weapons can be hard to come by since money is tight. But there are a couple of ways:
Once you have cash you can buy your weapons legitimately, at Ammu-Nation. You can find these locations on the map. The interface for buying weapons there is self-explanatory and just like that for buying fast food.
As mentioned above, some Ammu-Nations have a firing range where you can take the weapons challenge. Winning these increase your weapons skills and are required for 100% completion.
Some weapons are hidden at certain locations on the map. You can collect them, then a few (6?) hours later you can collect them again. This can lead to large stockpiles of weapons so be on the lookout!
You can find them through diligence, or check out the 708145 weapons map.
Completing some missions will unlock weapons spawn points.
Spoiler warning!
You might want to skip down to the next heading if you do not want facts about the game's storyline or plot revealed to you.