The following is a list of weapons that can be used in Grand Theft Auto: San Andreas.
Contents[]
Grand Theft Auto: San Andreas features 38 different weapons and three special items, where they follow the same mechanics as in previous titles, however, the arsenal has been expanded with the introduction of "consumable items", as well as "gifts", which are primarily used for girlfriends and optionally used as melee weapons.
Auto-aim[]
A notable improvement over previous games is the auto-aiming system on every weapon (except the Rifle, the Sniper Rifle, projectiles, or any of the heavy weapons), which occurs when the target is within the weapon's range (determined by the type of weapon and the player's proficiency with that weapon based on the skill) and takes the priority on the closest target when facing multiple NPCs. Another feature of this improvement is the targeting lock that changes color as the target's health decreases. Green progresses to orange, which progresses to red, and finally black upon the target's death.
The Auto-aim also seems to bear a strong resemblance to the execution system in Rockstar North's Manhunt, where the darker the color or the target, the more gruesome the execution; in GTA San Andreas, the darker the color of the target, the less health of the target.
Weapon Skill[]
Another notable feature is a weapon skill system; where it determines the general proficiency of the player with the weapons. This increases when the player shoots accurately. Getting a high Weapon Skill increases the ability with weapons and grants more versatility when used. There are three levels of skill: "Poor", "Gangster", and "Hitman".
One can view the weapon skills two ways:
- Wielding the weapon, then press L1, LT, or TAB. The skill level appears in the stat box in the bottom corner of the screen.
- In the menu, select Stats, then Weapons. Each weapon type displays one of three labels: "Poor", "Gangster", or "Hitman". If one is wielding a weapon, one will also see their current skill level for that weapon.
Gangster[]
Gangster level is reached when the meter is 20% to 50% filled.
When Gangster is reached with certain weapons, you're able to move while aiming, and your lock-on range, accuracy, rate of fire, and strafe speed increase:
- All type of Shotguns (note: you can already move while aiming/firing the sawn-off shotgun)
- AK-47
- Desert Eagle
- M4
- Micro SMG (note: you can already move while aiming/firing this weapon)
- SMG
- Pistol (note: you can already move while aiming/firing this weapon)
- Silenced 9mm
- Tec-9 (note: you can already move while aiming/firing this weapon)
Hitman[]
Hitman level is reached when the meter is 100% filled.
When Hitman is reached with certain weapons, your lock-on range, accuracy, rate of fire, and strafe speed increase further, and you're able to fire these weapons while moving:
- AK-47
- Combat Shotgun
- Desert Eagle
- M4
- SMG
- Silenced 9mm
- Shotgun
Double Weapon Hitman[]
One new feature is the ability to duel-wield certain weapons after reaching Hitman weapon skill level. These weapons are light enough and feature reloading that is compatible with holding one in each hand. This allows the player to inflict twice the amount of damage per reload cycle. For weapons that have Double Weapon Hitman, it takes longer to reach 100% weapon skill opposed to other weapons that can only be wielded with both hands.
When you reach Double Weapon Hitman, you can wield two of the below weapons simultaneously, and your lock-on range increases:
- Micro SMG
- Pistol (9mm)
- Sawn-Off Shotgun
- Tec-9
Types[]
Here is a list of the available weapon slots, and the weapons that can be used in those slots. Weapons in italics can be dual-wielded.
- Slot 1: Hand
- Slot 2: Melee Weapons
- Knife
- Slot 3: Handguns
- 9mm
- Rate of fire: 165 RPM (poor), 200 (gangster), 300 (hitman [dual-wielded])
- Silenced 9mm
- Rate of fire: 130 (poor), 150 (gangster), 165 (hitman)
- Desert Eagle
- Rate of fire: 65 (poor), 75 (gangster), 85 (hitman)
- 9mm
- Slot 4: Shotguns
- Shotgun
- Rate of fire: 55 RPM
- Sawn-off Shotgun
- Rate of fire: 200 (poor & gangster), 400 (hitman [dual-wielded])
- Combat Shotgun
- Rate of fire: 150 (poor), 180 (gangster & hitman)
- Shotgun
- Slot 5: Submachine Guns
- Slot 6: Assault Rifles
- Slot 7: Rifles
- Sniper Rifle
- Rate of fire: 55 RPM
- Rifle
- Rate of fire: 55 RPM
- Sniper Rifle
- Slot 8: Heavy Weapons
- Flamethrower
- Rate of fire: 180
- Rocket Launcher
- Rate of fire: 55
- Heat-Seeking Rocket Launcher
- Rate of fire: 55
- Minigun
- Rate of fire: 1800 RPM
- Flamethrower
- Slot 9: Explosives
- Slot 10: Handheld Items
- Fire Extinguisher
- Rate of fire: 1800
- Spray Can
- Rate of fire: 1200
- Camera
- Rate of fire: 33
- Fire Extinguisher
- Slot 11: Gifts
- Slot 12: Gear
- Slot 13: Others
The following table lists weapons based on their types and categories assigned to them in the files.
Unarmed | Melee Weapons | Handguns | Shotguns |
---|---|---|---|
Submachine Guns | Assault Rifles | Sniper Rifles | Heavy Weapons |
Thrown | Consumable Items | Gifts | Special |
Vehicle Weapons[]
Main article: Vehicle Features/Mounted Weapons
Imagery Table[]
NOTE: Click on the images to go to their articles, or hover over the image to reveal the weapon's name.
Interactive Map[]
The following interactive map includes the locations of all weapon pickups (in addition to other items) available in the State of San Andreas in Grand Theft Auto: San Andreas.
Additional Information[]
Standard Issue Weaponry[]
Weapons mandatorily added to Carl's inventory in accordance with storyline scripts.
Mission | Weapon(s) Given |
---|---|
Tagging Up Turf | Spray Can (unlimited propellant, later reduced to 1000 units) |
Nines and AK's | 9mm (unlimited ammo, +60 rounds after Emmet's shooting practice) |
Madd Dogg's Rhymes | Knife |
Burning Desire | - Molotov Cocktail (+20 bottles)
- Fire Extinguisher (unlimited CO2, later removed) |
Just Business | Micro SMG (unlimited ammo, later reduced to 80 rounds) |
Reuniting the Families | - Shotgun (+60 shells)
- AK-47 (unlimited ammo, later removed) |
The Green Sabre | Camera (unlimited films, given after all weapons are removed) |
Badlands | Camera (unlimited films, later reduced to 36) |
Against All Odds | Satchel Charges (+10) |
Small Town Bank | Shotgun (adds up to 48 shells, +48 if sawn-off or combat shotguns are owned) |
Are You Going To San Fierro? | - Flamethrower (+300 units of fuel, later replaced by:)
- Rocket Launcher (10 rockets) |
Photo Opportunity | Camera (unlimited films, later reduced to 24 if not already owned) |
The Da Nang Thang | - Minigun (unlimited ammo, removed along with all weapons after Maverick is destroyed)
- Knife (added to inventory after being shot down, later replaced by:) - Katana |
Snail Trail | Sniper Rifle (+5 rounds) |
Ice Cold Killa | Silenced 9mm (+200 rounds) |
Pier 69 | Sniper Rifle (up to 24 rounds are added) |
Toreno's Last Flight | Rocket Launcher (+60 rockets, later removed) |
Interdiction | Rocket Launcher (+40 rockets) |
Stowaway | Satchel Charges (+1 if no charges are owned) |
Black Project | - Knife
- Silenced 9mm (+70 rounds) - Sniper Rifle (+35 rounds) - Thermal Goggles - Micro SMG (+200 rounds) |
Green Goo | Micro SMG (+2000 rounds) |
Freefall | 9mm (unlimited ammo, later removed if not owned) |
Vertical Bird | - Knife
- Silenced 9mm (+30 rounds) |
End of the Line | - Night Vision Goggles
- Fire Extinguisher (unlimited CO2) - Micro SMG (set to 120 rounds) |
Dam and Blast | - Knife |
Architectural Espionage | Camera (+20, if not owned) |
Breaking the Bank at Caligula's | - Knife
- Silenced 9mm (+300 rounds) - Tear Gas (+10 canisters, later replaced by:) - Satchel Charges (+10) - Night Vision Goggles |
Weapon names highlighted in Italic denotes the item(s) as pickups, but compulsory in order to progress the game. |
Optional Pick-ups[]
Weapons explicitly made available during certain missions, missable if not collected.
Mission | Weapon Pickup(s) |
---|---|
Cleaning the Hood | Baseball Bat |
Badlands | Camera (24 films, if removed from inventory before photographing the corpse) |
Against All Odds | Satchel Charges (+15) |
Outrider | - Sniper Rifle (up to 40 rounds are available to collect)
- Rocket Launcher (up to 20 rockets) |
Discrepancies[]
Main article: Cutscene Weapons
At least six missions in Grand Theft Auto: San Andreas feature differing weapons for their respective cutscenes and gameplay. They are:
Mission | User(s) | Cutscene Weapon | Gameplay Weapon |
---|---|---|---|
Ryder | Lance "Ryder" Wilson | Glock 17 | Pistol (Colt M1911A1) |
The Green Sabre | Eddie Pulaski -> Carl Johnson | unknown model | Camera (Canon AE-1) |
Mike Toreno | Mike Toreno | Glock 17 | Micro SMG (IMI Micro Uzi) |
Stowaway | CIA agents | Colt M16A2 | Micro SMG (IMI Micro Uzi) |
Beat Down on B Dup | Sean "Sweet" Johnson | Desert Eagle | AK-47 |
End of the Line | Melvin "Big Smoke" Harris | Combat Shotgun (Franchi SPAS-12) | AK-47 |
End of the Line | Frank Tenpenny | Combat Shotgun (Franchi SPAS-12) | Pump Shotgun (Ithaca 37) |
Trivia[]
- The TEC-9, Flamethrower, and Minigun are the only weapons which, when fired, do not move CJ's body.
- Oddly enough, melee weapons such as the Chainsaw can be used to amass large sums of money in short periods of time, if the player correctly utilizes the weapon with no law enforcement in their vicinity. Much like the Baseball Bat in Grand Theft Auto III, where the player can kill literally thousands of citizens with no wanted level if planned correctly.
- There are three different ways to get infinite ammo for guns. First, the player can buy a lot of any type of gun to stock up ammo; Secondly, the player can use the infinite ammo cheat; Thirdly, the player must acquire 100% game completion.
- The Tec-9 and Micro SMG are the only weapons that share the same weapon skill (that is shown in stats as machine pistol).
- Weapons that can be dual wielded at Hitman level take significantly longer time to level up.
- CJ will be stripped of all his weapons twice during the main storyline: once after The Green Sabre, again during The Da Nang Thang and optionally if parachuted into the water during Dam and Blast.
Glitch[]
- It is possible to get infinite ammo by going to a shooting range in some Ammu-Nation shops. Select a firearm of choice (excluding heavy and throwable weapons) and enter the shooting range, right after the screen turns black, press the escape button a few times and wait for CJ to teleport back in the shop; the player will notice (sometimes, rarely or never) the ammo of the firearm they're holding have doubled, keep doing this (with the help of luck) and when the ammo reaches until a point that the amount disappears, then it will become unlimited. Players who are looking for an alternative way to make the ammo amount on the HUD icon disappear can simply buy ammo till it reaches 9999-?? and then pick up any weapon via police that they've dropped.