Melee Weapons
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Brass Knuckles - While not technically a
weapon, as they simply upgrade the unarmed slot, the brass knuckles
provide a little extra oomph when it comes down to hand-to-hand combat.
These things come in handy in a pinch when one doesn't want to attract a
lot of attention with loud gunfire. Could also prove useful when
fighting trainers at various gyms around the state. |
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Baseball Bat - Your everyday sports item
turned classic kneecap "adjustment" tool. Not much to it really- 'tis
long, heavy, and made of wood. Just grab the narrow bit and bludgeon
people with the rather blunt end. Batter up! |
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Nightstick - The standard police-issue
nightstick is based on an ancient martial arts weapon called the Tonfa
from Okinawa. You don't need to know Karate to use it though, as
swinging it about like a madman gets the job done just fine. And with it
being a bit smaller and much lighter than the baseball bat, it's a bit
quicker to use (and run with) while being just about as effective. Nick
one off a cop or find one in a police station locker room. |
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Pool Cue - This one seems to have the
longest reach out of all the melee weapons, but it's main use is just
what the name says. Challenge someone to a game of pool in a bar
somewhere, and after kicking their ass on the table, you can keep the
cue to smack people around with. Even if you lose the game, you're still
a winner! |
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Golf Club - Yet another sports item gone
wild. You can generally find these when and if you ever jack a golf cart
somewhere. Not the most effective weapon (and the Caddy's not the most
effective car for that matter), but it gets points for comedy when used
to terrorize the golf course by turning it into a full-contact sport. |
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Shovel - Seeing as the "G" in GTA has
absolutely nothing to do with gardening, chances are you won't be using
this to dig up weeds in the lawn of your new safe house. For the most
part, you'll just be using it to beat the stuffing out of people.
Shovels are usually found in places where bodies are put into the
ground, so apparently somebody has been using them according to the
directions. |
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Knife - Ye olde Rambo-style combat knife.
Big, pointy, and fast enough to get in close and slice someone up before
they really know what hit 'em. Not only is it great for up close and
personal fighting, the knife can be used for stealth-kills a la Manhunt.
Just creep up behind someone, target them with R1, and when CJ raises
his arm up, mash the circle button to stab them in the neck. For even
better results, sneak up out of the shadows first to get away without
anybody noticing. |
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Katana - When it's time to feed your inner
Samurai, Burger Shot and Cluckin' Bell just won't do the trick like a
katana. Whether you choose to use it to honorably fight rival gangs in
true feudal Japanese style, or you piss on thousands of years of Bushido
tradition to brutally hack up peds, this sword is a great choice.
Tapping the circle button a few times unleashes a quick combo, more
often than not ending up with a decapitated foe. For extra style points
(too bad there's no meter for that...), mix up your sword-play with some
of the moves from the Cobra Martial Arts dojo in San Fierro |
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Chainsaw - Got any pesky trees or rival
gangstas in your yard that need removing? If so, why not try the
chainsaw! Okay, so you can't really cut down trees with it, but it cuts
through enemies like warm butter. If you're feeling extra mischievous,
this thing also does a nice job of cutting doors off of cars and ripping
through fences and such. Naturally it's rather heavy and slow to use,
but it makes up for this tenfold in its sheer brutality. |
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Handguns
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9mm - Cheap, abundant, and easy to use, the
ubiquitous "nine" will be your best friend through the early bits of
the game. Most would agree it looks more like a Colt .45 than anything
else, but whatever the case, it's got decent stopping power for a cheapo
handgun. Or if it's not to your liking at first, practice with it a lot
until you reach the Hitman skill level, and you'll be able to fire two
at once with an extended auto-target range. After that, the cheapness
and abundance of ammo for them combined with pairing them up make them
rather useful.
Rounds per reload: 17 (34 with two guns)
Damage: 25
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Silenced 9mm - Pretty much the same gun as
above, only with an added silencer giving you the advantage of (insert
drum roll here) stealth. Between missions which require you to go
unnoticed, or just capping rival gang members before their boys notice,
this gun rocks. Unlike the regular 9mm, the silenced flavor doesn't
allow you wield two at once. What you will get at higher skill levels
however is a greatly increased chance of auto-targeted head shots at
greater distances. Not to mention quicker reloading which allows you to
take out a whole squad of goons before things get hot.
Rounds per reload: 17
Damage: 40 |
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Desert Eagle - This handgun delivers an
unparalleled degree of accuracy and power with a distinctive feel that
players will pick up on immediately. Originally intended to be
target/sport pistol, players will use this weapon for the immense
stopping power the handgun’s .50 caliber rounds deliver to a
target—stopping assailants in their tracks, usually with one well placed
shot. Because of its significant recoil, it’s almost impossible to hold
onto at first. Look for higher levels of skill with the weapon to
reduce this effect and yield quicker reloads and accuracy. The Desert
Eagle is even deadly when out of auto-lock range, as a proficient
shooter can fire in free target mode and still achieve one shot kills.
Hold R1 and line up the sights on a target. The benefit of this approach
is it allows sniper results with the free movement offered by a
handgun. *
Rounds per reload: 7
Damage: 70 initially, 140 at Gangster level and up |
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Submachine Guns
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Tec-9 - A longtime favorite of gang members
on the streets of Los Santos, the Tec-9 is a relatively cheap firearm
made with low-grade stamped metal. One of the more interesting new
features is that the player can dual wield Tec-9s, evening up long odds
in the middle of a gang fight, increasing your respect and power in the
‘hood. Once you’ve upgraded CJ’s weapon skill to the point where he can
hold two weapons (Hitman skill level), all you need to do is find
another weapon and he will automatically hold 2. All ammo between the
guns is now shared, and reloading happens automatically. Rate of fire is
effectively doubled, perfect for cases where you really want to kill
someone—fast. *
Rounds per reload: 50 (100 with two guns)
Damage: 20 |
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Micro SMG - The HUD icon looks like an
Ingram MAC-11, but the in game model looks like a Micro Uzi. Whatever it
is, this little thing packs a fiery punch. Overall, it works just the
same as the Tec-9 (even sharing the same "machine pistol" stat), but
somehow seems to fire a bit faster and more erratically. When using
either these or the Tec's at Hitman level, be sure to bring plenty of
ammo to keep up with the insane rate of fire.
Rounds per reload: 50 (100 with two guns)
Damage: 20 |
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SMG - The rather generically named SMG is
obviously based on the real life MP5. In case you've unfamiliar with it,
the MP5 is considered by most to be the world's best submachine gun,
and is often the weapon of choice for elite military units and police
SWAT teams alike. Its stopping power, accuracy, and range put it nearly
in the class of full sized assault rifles, while retaining the compact
portability of a submachine gun. Likewise can be said of the one in the
game, as it gives machine pistol-esque abilities such as drive-by's and
ease of movement and strafing while shooting, along with deadly power
and accuracy. This one's a bit bigger than the other guns in the slot,
so you won't be getting dual-wielding at higher levels. But the sheer
ferocity and accuracy of the weapon more than makes up the difference.
Rounds per reload: 30
Damage: 25 |
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Shotguns
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Shotgun - This is your typical long
barreled pump-action shotgun. Best for use in close range situations,
the shotgun delivers a powerful volley of buckshot which will knock an
enemy on their ass with one good hit. Even with a not-so-direct-hit, the
wide spread of projectiles can and will knock down or stop an enemy
long enough to finish them off. While it's best used in close quarters,
the length of the barrel allows it to remain somewhat effective at
medium ranges as well. With continued practice and skill level upgrades,
users will be able strafe faster with shotguns, move while firing, and
their rate of fire will increase. Shotguns can be found in police cars
parked (or driving) all about the state, so some nice firepower is
always just a stolen car away.
Rounds per reload: 1
Damage: 10 (per pellet)
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Sawnoff Shotgun - Nothing says pain quite
like an old school double barreled shotgun sawed off well below legal
limits. With only two shots between a rather lengthy reload, a gun
really needs to make its mark to be worthwhile. And make its mark it
does- on anyone within about 35° of where you're pointing! Of course
this much spread makes the gun pretty much useless in any medium to long
range situations, but up close it is a deadly sight to behold. And to
make matters worse (for those on the other end that is), getting this
bad boy up to the Hitman level allows you to use two at once, which
subsequently allows for a rather rapid- and devastating- burst of four
shells between reloads. It's also worth mentioning that the gun's small
size means it's possible to run and gun with it like a pistol. Fun
stuff.
Rounds per reload: 2 (4 with two guns)
Damage: 10 (per pellet)
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Combat Shotgun - Based on the Italian
SPAS-12, the combat shotgun uses a gas-operated repeater system much
like any semi/fully automatic pistol or rifle. On a shell-by-shell
basis, the firepower and range are only a bit greater than the regular
shotgun. Given its semi-automatic functionality, however, the rate of
fire is on par with that of the 9mm, meaning you'll be unloading much
more ammunition on unsuspecting foes. Not only will rip through a group
of enemies rather quickly, it also makes short work of cars and heli's
as well. Sadly, you can't get two of these after reaching Hitman status,
but then again, that might make the game entirely too easy. On the
bright side though, you will be able to fire while moving and get an
increased lock-on distance with some practice.
Rounds per reload: 7
Damage: 15 (per pellet)
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Assault Rifles
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M4 - M4 is the modified version of the
M-16, the shortened stock and barrel makes it more compact while still
retaining the accuracy and power of its cousin. The weapon will allow
the player the pinpoint accuracy to target an opponents specific body
parts or vehicle tires. One particularly satisfying feature is the
ability to target gas tanks. A single well-placed round will cause any
car in San Andreas to explode—aim for the gas cap to find out how
decidedly badass this new feature is in action. Kneeling greatly
increases the accuracy of the M4, try kneeling as often as possible when
using the weapon. Even while kneeling, it is possible to roll side to
side while holding R1 by pressing left or right on the left analog.
To the concern of San Andreas' police forces, the M4 is readily available at Ammu-Nations across the state. *
Rounds per reload: 50
Damage: 30
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AK47 - The Kalashnikov AK47 is one, if not
the most popular varieties of assault rifles in the world. Originally
developed for the Soviet army, it features a rugged yet simple design
which makes it both cheap to produce and highly versatile on the
battlefield. Its durability and affordability have also made even older,
used models popular for warring gangs. For the most part, it works just
like the M4 in the game, only with a smaller magazine size, and perhaps
a little better accuracy due to its slightly slower rate of fire. The
AK47, and the M4 above, both have an impressive range on them, which
allows for locking onto targets and taking them out before they pose an
immediate threat. After reaching Hitman status with either assault
rifle, you'll be able to move about and strafe a bit while firing, with
an extended lock-on range to boot.
Rounds per reload: 30
Damage: 30
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Long Rifles
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Rifle - Not much to say about this one
really. It's just a basic lever-action repeater rifle one might expect
to see in the hands of a hunter or a cowboy. Hitting R1 with this won't
invoke an auto-target reticle, but instead skips straight to a free-aim
mode like that of its assault flavored brethren. Given its lack of a
lock-on feature and slow reloading, one might think it rather pointless
to use. However, with a per-bullet damage rate second only to the
sniper rifle, mini-gun, and Desert Eagle (at Gangster level and up), it
does earn its keep in the hands of a decent marksman. For added
accuracy, be sure to crouch when lining up a shot.
Rounds per reload: 1
Damage: 75
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Sniper Rifle - For those times when the
regular or assault rifles aren't accurate enough, there's the sniper
rifle. While the HUD icon for it bares some resemblance to an HK PSG1,
the in-game model is of the old school bolt-action variety. That said,
the reload time on this weapon is a little bit longer than the regular
rifle, but the addition of a scope makes every shot well worth the wait.
Press and hold R1 to bring up the scope, then use R2 and L2 to zoom in
and out, and of course the right analog stick to line up the shot. Once
your unsuspecting, distant target is in the crosshairs, circle or L1
unleashes a powerful round (rivaled only by the leveled-up Desert Eagle
and mini-gun) which can take an opponent's head clean off from as far as
the scope will see. And, like the other guns, crouching will provide a
more stable position to fire from. If need be, you can also roll to the
sides and move forward and backwards while using the scope in this
position, although navigation and keeping a target lined up this way
takes a bit of practice and stick juggling.
Rounds per reload: 1
Damage: 125 |
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Thrown Weapons
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Molotov Cocktail - The idea behind these
things is simple enough: Take a glass bottle, fill it with something
flammable (usually petrol), shove a rag in the top, light the rag on
fire, and give it a toss. Flaming chaos ensues. The primary purpose is,
of course, an anti-personnel weapon, but it can also be used
strategically for defense. One of the new features found in San Andreas
is the ability to set the environment on fire, and the ability for that
fire to continue to burn- and even spread in most cases. In the event
you ever find yourself facing multiple enemies coming at you from a
single choke point (such as a door or alleyway), a well placed molotov
can be used to effectively block their route. With a wall of flames
between you and them, they'll either be forced to brave the fire
(usually with rather fatal results) or wait and shoot from where they're
at. If they're smart enough to choose the latter, you can keep your
distance and shoot from your somewhat defended position. Or, you could
always just toss a few more in hopes of burning the lot of them. With
these (and any other thrown weapon), the longer you hold the circle
button, the farther they will go when released. |
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Grenade - Long carried by infantry soldiers
to aid in removal of pesky hardened positions and enemies hiding behind
things, grenades are quite simple in theory. Step 1: pull pin, step 2:
throw, and step 3: try not to be nearby when they explode. When used
properly, grenades do a bang-up job of taking out cars (and anybody who
might use them for cover) and clearing out closed in areas filled with
opponents. When used improperly on the other hand, you can just as
easily blow yourself up and/or any cars nearby you may be using for
cover. If you're not careful, you might also end up causing a chain
reaction in congested areas which ends with exploded cars all about and
lots of police attention. But then, that may very well be the desired
effect in some cases...
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Tear Gas - In real life, tear gas is
generally considered to be a non-lethal weapon, but in the world of GTA,
it's anything but. Granted, it does take prolonged exposure to the gas
to kill, but in confined spaces, this can be arranged. However, seeing
as the gas causes people to stop what their doing while they cover their
face and cough, the most practical use for this weapon is to slow
enemies down while you escape or switch to another weapon. In any case,
this stuff opens up some strategy options when it otherwise seems you're
hopelessly outgunned.
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Remote Explosives - AKA satchel bombs,
players can throw a number of these about, then conveniently blow them
all up later with the separate remote. The potential for mischief with
these things is only limited by the imagination, well, and the CPU's
ability to remember where they're at, but, still... On a mission where
you have to ambush and kill a ped or destroy their car? Try figuring out
where they'll pass, and set up a nice booby trap for them! Or if you
suspect the next corner you're to walk around has enemies waiting for
you, throw down a few bombs, run in, and lure them out to an explosive
doom. Any way you look at it, there's much fun to be had here.
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Heavy Artillery
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Flame Thrower - As the name would suggest,
it throws flames. The basic concept behind a flame thrower is a tank
filled with napalm which is sprayed through a nozzle and ignited by a
pilot light on the way out. In the hands of a skilled user, this weapon
can prove to be quite hazardous to all involved- including said user.
While it does a lovely job of setting enemies, cars, and, well,
everything on fire, one runs the risk of burning themself as well.
Between panicked flaming people bumping into you, thereby sharing their
pain, you've also got to look out for the fire on the ground spreading
to you. Especially in areas with lots of grass and such. With some luck
though, such hazards can be used to your advantage; be it enemies
catching other enemies on fire, or setting up a defensive wall of flame
around you. Regardless of the risks involved, the flame thrower is great
fun and an extremely deadly weapon to play with.
Rounds per reload: 500
Damage: 25, not counting subsequent damage from prolonged burning
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Vulcan Mini Gun - This formidable weapon is
the player's best friend. Designed to deliver massive and withering
barrages of ammunition at an alarming rate of fire, this weapon is
designed for total destruction of the target and anything around it.
Despite its massive size and weight, the gun is portable enough to be
carried--and fired--on the streets of San Andreas. Police responding to
an incident where a mini-gun is in use would be quick to call in SWAT to
deal with the menace. An intricate piece of machinery, its belt driven
mechanics will turn the barrels even if the gun is not firing, a sound
that eerily forecasts the destruction that is about to be unleashed.
Hold R1 to spin up the barrel and squeeze L1 to fire. *
Rounds per reload: 500
Damage: 140
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Rocket Launcher - Ah yes, the classic
Soviet RPG look-alike is a must have for any one man army out to take on
an entire state full of gangs and such. Basically, it's just a big tube
with a scope and a trigger to ignite the rockets which propel
impact-triggered grenades. Just aim it at a target using R1 and the
right stick, fire, and *boom*. One shot is usually all it takes to blow
up any car (or group of cars for that matter), although there are a
number of vehicles which require multiple hits to destroy, such as tanks
and armored vans. Obviously, you don't want to use one of these in any
sort of close quarters combat, but if you couldn't figure that out,
chances are you can't read this page anyway.
Rounds per reload: 1
Damage: 75, + splash damage, + fire damage
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Heat Seeking Rocket Launcher - RPGs and
other shoulder-fired missiles have long had a place in Grand Theft Auto.
The STINGER is the next level. Lightweight and portable, this
shoulder-fired guided missile system is designed to shoot down
low-altitude jets, propeller-driven aircraft and helicopters. The
fire-and-forget system allows the player to lock onto a heat source,
usually a car or plane, fire the weapon, and begin acquiring new targets
before the warhead has even destroyed the first target. To activate,
bring up the targeting reticle by pressing R1. Continue holding down R1
and center the viewfinder on the target. The reticle will acquire the
nearest target, and then change from green to yellow and finally to red,
indicating that you have achieved target lock. You can fire the weapon
at any stage of the lock-on process, but the closer to red, the more
effective your strike will be. The production, research, and
development of the Stinger Missile System is a secret, but intrepid
pilots flying over the deserts on the outskirts of Las Venturas have a
ton of stories about near misses with the Stinger. *
Rounds per reload: 1
Damage: 75, + splash damage, + fire damage
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Equipment
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Spraycan - Kind of looks like an old can of
Montana spray paint, which was made by and for graffiti artists, but
that's beside the point. Or, maybe it's not, as the main purpose for the
spray can is to throw up Grove Street tags over those of rival gangs.
Using the paint is really quite simple, just hold R1 to target a tag (or
ped, if you really want to), and hold circle until the tag is finished.
If you're in a real tight spot you can use it as a weapon with similar
results to the tear gas, thought it's hardly effective enough to rely on
for a primary defense. Oh, and you can always find one in the upstairs
bedroom at the Johnson House in Ganton should you need some paint.
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Camera - The camera first made its
appearance in Vice City as a one-off item used in a single mission. This
time around, the camera is not only used in a few missions and side
quests, it actually has some fun uses in and of itself. By holding R1,
the screen switches to the viewfinder where you can aim with the right
stick plus zoom in and out with L2 and R2. In mission situations where
you're required to take pics, the circle button takes the picture and
you're done. If you're so inclined to actually save the pic to look at
later, hitting L1 will allow you to save the image to your memory card,
where you can access it via the gallery in the pause menu any time you
want.
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Fire Extinguisher - Considering the new
ability to set the environment on fire, it's only natural that a fire
extinguisher was included in the game. Unless you're the conscientious
criminal type who likes to clean up behind your fiery rampages, chances
are you'll really only use this in missions which require escaping from
burning buildings. Whatever the reason you use it, doing so is just a
matter of aiming with R1 and the right stick, and pressing circle to
spray the foamy stuff. For best results, aim at the base of the fire and
continue spraying until it goes out.
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Parachute - Whether you're jumping/falling
off a tall building, or leaping from a plane thousands of meters up, the
parachute is an absolute necessity unless you want to be a puddle for
some bizarre reason. After equipping the 'chute (which happens
automatically when jumping from an airborne plane), you can dive,
rotate, and glide a bit during free-fall with the left stick. At some
point or another, it would be a good idea to deploy the parachute by
pressing circle. After it's opened, you can steer yourself with the left
stick- left/right turn, up speeds your descent gradually, and pushing
down gives you a bit of extra lift allowing you to move forward while
slowing your fall. |
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Thermal Goggles - These, as one might guess
from the name, allow you to to see the heat signatures given off by
peds, cars, and whatnot. By selecting them from your item list and
pressing circle to equip (or unequip later), the screen turns a rather
psychedelic set of blue, purple, pink, and red hues; with blue being
cold and red being hot, of course. After equipping the goggles, you're
free to switch to another weapon so as to freely take out enemies you
couldn't have seen otherwise. Naturally, they're best to use at night
when it's hard to see otherwise, but even then they're still better
suited to longer range combat. Moving about with these on can be
somewhat tricky at times due to cooler landscape/building objects
blending together with the ambient background heat (or lack thereof
rather). |
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Night-Vision Goggles - Not to be confused
with the goggles above (though they share an identical icon), the
night-vision flavor of goggles amplifies extremely dim available light
and presents it in a green-ish display so you can see what's going on in
the dark. The equipment/usage method is the same as above, but the
practical application of them is quite different. In situations where
one must move around a lot, especially indoors with lots of obstacles,
night-vision is usually the best way to go. Or if you need to work at
long range outside, the thermal goggles are generally better. In the
end, it boils down to personally taste/style, be it yours or whoever
gives you a mission with is own equipment.
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Jetpack - Yep. That's right, there's a
functional jetpack in San Andreas. It's not a standard selectable item,
per se, as it automatically equips itself and your submachine gun when
you pick it up, so you'll never really see the HUD icon for it. Using
the jetpack is a bit like flying a helicopter: X provides upwards
thrust, square downwards, and up/down on the left stick go forwards and
backwards in conjunction with the thrust. The big difference in the
controls is that pressing left or right on the stick makes you turn,
whereas L2 or R2 handle the strafing. Pressing both together lets you
hover in place, and then R1 allows you to aim your submachine gun like
normal. Once you're finished rocketing about, pressing triangle will
abandon the pack wherever you are, even if that means hundreds of meters
in the air.
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Remote Detonator - This is another
non-standard piece of equipment which doesn't replace anything in the
equipment slot. There's not too much to it either. You only get the
remote detonator with the remote explosives listed above, and use it to,
well, detonate them by switching to this item and pressing circle.
After the bombs are used up, the detonator is discarded from your
inventory.
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Other
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Cane - Nobody's quite sure why the cane
fits into the "other" slot. The weapons.dat file lists it as a gift, yet
there doesn't seem to be anyone that it can be given to. At any rate,
it can be used as a melee weapon, which behaves roughly like the katana,
so perhaps it's still useful when carried along side the rather slow
chainsaw. Or, at the very least, you could always carry it along to
complete your pimp outfit... |
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Flowers - Most girls like flowers, so it
should be no surprise that their main use is to give as gifts to
certain girls throughout the game. Or if you've yet to find a girl with
an option to give them as a gift, you can also beat people down with
them. Sure, they're about as ineffective a weapon as one could expect,
but the humiliation factor of being smacked in the face with a boquet of
flowers is surely astronomical. |
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Dildo 1 - Most girls like dildos too,
though few will openly admit it, and even fewer still would appreciate
this as a gift on a first date. But, yea, this is another gift type
item. For the most part, it's generally not advisable to bring a girl a
mammoth purple double-dong on a first date. But then GTA is an
exaggeration/parody of real life, and not a simulation (nor suggestion
of what to do in) real life, no matter what conservative politicians and
soccer moms might say or think. And like the flowers above, this gift
can also be used to smack people about, if nothing more than for the
sheer comic value of it. |
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Dildo 2 - Like above, only a smaller,
single ended type. And while the above is used in an absurd slapping
manner, this one behaves in a knife-like movement when used
aggressively. |
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Vibrator 1 - At the time of writing, I've
yet to see this in the game. Unless of course it's the same as the
insane gas-powered looking display model on the wall in a Las Venturas
sex shop. According to the data files, it functions the same as dildo 1.
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Vibrator 2 - Another as-of-yet unseen gift item. From the data file, it seems it acts like dildo 2.
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Cell Phone - Okay, this doesn't replace any
weapon slot, the icon is never seen, and it's only "used" when people
in the game call you in scripted events. 'Tis included here for the sake
of completeness. |
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Skateboard - Before you ask, no,
it's not in the game. No matter what you've heard on any intrawebnet
message board, there is no way whatsoever to get a skateboard in San
Andreas. All that's left of it are a few developmental "artifacts" (such
as the HUD icon, left) from before it was scrapped. Like the cell phone
above, it's only listed here to complete the list, and for the sake of
clarity. |
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Kok skateboard tidak ada
BalasHapus