banner



How To Drop Brass Knuckles In Gta San Andreas

IMAGE

Shooting Range/Gun Accuracy

One of the most important attributes CJ possesses is his weapon skill. CJ'due south ability to have down the enemies quickly and accurately is a matter of life and death. By pressing L1 while holding a weapon players can easily view the skill condition CJ has with the weapon he is belongings. The stat displays a meter that fills in white as skill is gained (by using the weapon). CJ starts every weapon with a status of "Poor," but, with use, can upgrade his skills to "Gangster" or "Hitman."

The quickest fashion to get proficient with a weapon is to stop past a local Ammu-Nation that has a shooting range. As CJ takes to the range, he will exist facing-off against 2 competitors in a race to score the most hits. The range provides three rounds for each weapon; the get-go circular's winner is determined by who tin can shoot out three targets (each target has 7 spots to striking) at varying distances. The next circular features moving targets, over again a race to shoot them all first. The third round has a moving target that everyone is shooting at, the shooter with the most number of hits wins.

For each weapon, the skill level will result in different upgrades, as a general dominion of thumb; reaching higher skill levels will increase the rate of fire and accuracy. Likewise, with some weapons, getting amend skills will give CJ the ability to burn while moving and strafing.

Weapons Listing

The weapons and items of San Andreas are divided up into ten classes or groups. Within each weapon course, merely i of each type can be carried at any given time. Beneath you volition find a listing of each weapon and item in the game broken up by category to assistance you make up one's mind which is all-time for the job. The classes are every bit follows, click on an group name to bound to the relevant section:

  • Melee Weapons
  • Handguns
  • Submachine Guns
  • Shotguns
  • Assault Rifles
  • Long Rifles
  • Thrown Weapons
  • Heavy Arms
  • Equipment
  • Other

Melee Weapons

IMAGE Brass Duke - While not technically a weapon, as they simply upgrade the unarmed slot, the contumely knuckles provide a little actress oomph when it comes downward to mitt-to-hand combat. These things come in handy in a pinch when one doesn't want to concenter a lot of attention with loud gunfire. Could also show useful when fighting trainers at various gyms around the state.
IMAGE Baseball Bat - Your everyday sports particular turned classic kneecap "adjustment" tool. Not much to it actually- 'tis long, heavy, and made of wood. Just catch the narrow bit and bludgeon people with the rather blunt end. Batter up!
IMAGE Nightstick - The standard law-issue nightstick is based on an ancient martial arts weapon chosen the Tonfa from Okinawa. You don't need to know Karate to apply it though, as swinging it near similar a madman gets the job washed just fine. And with it beingness a bit smaller and much lighter than the baseball bat, information technology's a bit quicker to use (and run with) while being just about as effective. Nick 1 off a cop or notice one in a law station locker room.
IMAGE Pool Cue - This one seems to have the longest achieve out of all the melee weapons, just information technology's main employ is just what the proper name says. Challenge someone to a game of puddle in a bar somewhere, and after kick their donkey on the table, yous can keep the cue to smack people effectually with. Even if you lose the game, you're still a winner!
IMAGE Golf Club - Yet another sports item gone wild. You tin by and large find these when and if you always jack a golf cart somewhere. Not the most effective weapon (and the Caddy's not the well-nigh effective car for that affair), but it gets points for comedy when used to terrorize the golf course by turning it into a full-contact sport.
IMAGE Shovel - Seeing every bit the "G" in GTA has absolutely nothing to practise 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 lot'll simply be using it to beat the stuffing out of people. Shovels are usually found in places where bodies are put into the ground, and then evidently somebody has been using them co-ordinate to the directions.
IMAGE Knife - Ye olde Rambo-way combat knife. Big, pointy, and fast plenty to get in close and slice someone upwardly before they actually know what striking 'em. Non only is it slap-up for up close and personal fighting, the knife can be used for stealth-kills a la Manhunt. Just pitter-patter upward backside someone, target them with R1, and when CJ raises his arm upwards, mash the circle button to stab them in the neck. For even meliorate results, sneak upwardly out of the shadows commencement to get away without anybody noticing.
IMAGE Katana - When information technology'due south time to feed your inner Samurai, Burger Shot and Cluckin' Bong only won't practice the fox like a katana. Whether y'all choose to utilise it to honorably fight rival gangs in true feudal Japanese style, or yous piss on thousands of years of Bushido tradition to brutally hack upward peds, this sword is a nifty choice. Borer the circle button a few times unleashes a quick philharmonic, generally ending upwards with a decapitated foe. For extra style points (too bad in that location's no meter for that...), mix upward your sword-play with some of the moves from the Cobra Martial Arts dojo in San Fierro
IMAGE Chainsaw - Got any pesky trees or rival gangstas in your yard that need removing? If so, why not try the chainsaw! Okay, so you lot tin't actually cut down trees with it, just it cuts through enemies like warm butter. If you're feeling actress mischievous, this matter also does a squeamish job of cut doors off of cars and ripping through fences and such. Naturally it'southward rather heavy and slow to utilize, but it makes up for this tenfold in its sheer brutality.

Handguns

IMAGE 9mm - Cheap, arable, and easy to use, the ubiquitous "nine" volition be your best friend through the early bits of the game. Virtually would concord it looks more like a Filly .45 than annihilation else, but whatever the case, it's got decent stopping ability for a cheapo handgun. Or if it's not to your liking at starting time, exercise with it a lot until yous attain the Hitman skill level, and you'll be able to burn two at once with an extended auto-target range. Afterward that, the cheapness and abundance of ammo for them combined with pairing them up brand them rather useful.

Rounds per reload: 17 (34 with two guns)
Impairment: 25

IMAGE 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 become unnoticed, or simply capping rival gang members before their boys notice, this gun rocks. Dissimilar the regular 9mm, the silenced flavor doesn't allow you wield 2 at once. What you lot volition get at higher skill levels however is a greatly increased risk of machine-targeted head shots at greater distances. Not to mention quicker reloading which allows you to take out a whole squad of goons before things go hot.

Rounds per reload: 17
Damage: 40

IMAGE 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, commonly with one well placed shot. Because of its significant recoil, it's almost incommunicable to agree onto at first. Await for higher levels of skill with the weapon to reduce this effect and yield quicker reloads and accuracy. The Desert Eagle is even mortiferous when out of machine-lock range, as a proficient shooter can burn in free target mode and still achieve one shot kills. Agree R1 and line up the sights on a target. The benefit of this approach is it allows sniper results with the free motion offered past a handgun. *

Rounds per reload: 7
Harm: seventy initially, 140 at Gangster level and upwards

Submachine Guns

IMAGE Tec-9 - A longtime favorite of gang members on the streets of Los Santos, the Tec-ix is a relatively cheap firearm fabricated with low-course stamped metallic. One of the more interesting new features is that the actor 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 yous've upgraded CJ's weapon skill to the point where he tin can hold two weapons (Hitman skill level), all you demand to do is find another weapon and he volition automatically hold 2. All ammo between the guns is at present shared, and reloading happens automatically. Rate of fire is finer doubled, perfect for cases where you really want to kill someone—fast. *

Rounds per reload: 50 (100 with two guns)
Impairment: xx

IMAGE Micro SMG - The HUD icon looks similar an Ingram MAC-11, but the in game model looks like a Micro Uzi. Whatever it is, this picayune thing packs a fiery dial. Overall, it works just the same as the Tec-9 (even sharing the aforementioned "machine pistol" stat), just somehow seems to fire a bit faster and more erratically. When using either these or the Tec'southward at Hitman level, be sure to bring plenty of ammo to keep upwardly with the insane rate of fire.

Rounds per reload: fifty (100 with two guns)
Harm: 20

IMAGE SMG - The rather generically named SMG is obviously based on the real life MP5. In example you've unfamiliar with information technology, the MP5 is considered by most to exist the globe's best submachine gun, and is often the weapon of choice for aristocracy armed forces units and police force SWAT teams alike. Its stopping power, accurateness, and range put it nearly in the class of full sized assault rifles, while retaining the compact portability of a submachine gun. Too can be said of the one in the game, as it gives machine pistol-esque abilities such as drive-past's and ease of move and strafing while shooting, along with deadly power and accuracy. This 1's a bit bigger than the other guns in the slot, so y'all 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

Shotguns

IMAGE 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 proficient hit. Even with a not-then-directly-hit, the wide spread of projectiles can and will knock down or finish an enemy long enough to finish them off. While it'due south best used in close quarters, the length of the barrel allows it to remain somewhat effective at medium ranges as well. With connected practice and skill level upgrades, users volition be able strafe faster with shotguns, move while firing, and their charge per unit of burn down will increase. Shotguns tin can exist found in police force cars parked (or driving) all about the country, and then some prissy firepower is always only a stolen car abroad.

Rounds per reload: 1
Damage: 10 (per pellet)

IMAGE Sawnoff Shotgun - Nothing says pain quite like an quondam schoolhouse 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 information technology 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 male child up to the Hitman level allows you to use 2 at once, which subsequently allows for a rather rapid- and devastating- burst of iv shells betwixt reloads. It's also worth mentioning that the gun's small size ways it's possible to run and gun with it like a pistol. Fun stuff.

Rounds per reload: ii (4 with two guns)
Damage: ten (per pellet)

IMAGE Combat Shotgun - Based on the Italian SPAS-12, the combat shotgun uses a gas-operated repeater organisation much similar any semi/fully automatic pistol or burglarize. On a trounce-by-shell basis, the firepower and range are merely a bit greater than the regular shotgun. Given its semi-automatic functionality, notwithstanding, the charge per unit of fire is on par with that of the 9mm, meaning y'all'll be unloading much more ammunition on unsuspecting foes. Not simply will rip through a group of enemies rather quickly, it also makes curt piece of work of cars and heli's also. Sadly, you can't get two of these after reaching Hitman status, but then again, that might brand 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 do.

Rounds per reload: 7
Damage: xv (per pellet)

Assault Rifles

IMAGE M4 - M4 is the modified version of the M-16, the shortened stock and butt makes it more compact while all the same retaining the accuracy and power of its cousin. The weapon will let the player the pinpoint accuracy to target an opponents specific body parts or vehicle tires. One peculiarly satisfying feature is the ability to target gas tanks. A single well-placed round volition cause any car in San Andreas to explode—aim for the gas cap to find out how incomparably badass this new feature is in activeness. Kneeling profoundly increases the accuracy of the M4, try kneeling equally oftentimes as possible when using the weapon. Even while kneeling, information technology is possible to roll side to side while holding R1 by pressing left or right on the left analog.

To the business of San Andreas' police forces, the M4 is readily available at Ammu-Nations across the state. *

Rounds per reload: 50
Impairment: thirty

IMAGE 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 battleground. Its durability and affordability take likewise made even older, used models pop for warring gangs. For the virtually office, it works simply similar the M4 in the game, only with a smaller magazine size, and maybe a niggling ameliorate accurateness due to its slightly slower rate of burn. The AK47, and the M4 above, both take an impressive range on them, which allows for locking onto targets and taking them out before they pose an firsthand threat. Afterward reaching Hitman status with either assault rifle, yous'll exist able to move about and strafe a scrap while firing, with an extended lock-on range to kicking.

Rounds per reload: 30
Damage: 30

Long Rifles

IMAGE Rifle - Non much to say about this one actually. It's but a basic lever-action repeater rifle i might expect to see in the easily 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 characteristic and slow reloading, one might recall it rather pointless to utilise. However, with a per-bullet damage rate second only to the sniper burglarize, mini-gun, and Desert Eagle (at Gangster level and upwards), it does earn its keep in the hands of a decent marksman. For added accuracy, be certain to hunker when lining up a shot.

Rounds per reload: 1
Impairment: 75

IMAGE Sniper Rifle - For those times when the regular or assail rifles aren't accurate enough, at that place's the sniper burglarize. While the HUD icon for information technology bares some resemblance to an HK PSG1, the in-game model is of the one-time school commodities-activeness diversity. That said, the reload fourth dimension on this weapon is a little flake longer than the regular rifle, but the add-on of a scope makes every shot well worth the wait. Press and hold R1 to bring upward the telescopic, then use R2 and L2 to zoom in and out, and of course the right analog stick to line up the shot. In one case your unsuspecting, afar target is in the crosshairs, circle or L1 unleashes a powerful round (rivaled merely by the leveled-up Desert Eagle and mini-gun) which can take an opponent's head clean off from equally far as the telescopic will see. And, like the other guns, crouching will provide a more stable position to fire from. If demand be, you lot tin also whorl to the sides and motion forward and backwards while using the scope in this position, although navigation and keeping a target lined upwardly this way takes a bit of exercise and stick juggling.

Rounds per reload: i
Damage: 125

Thrown Weapons

IMAGE Molotov Cocktail - The idea behind these things is simple enough: Have a drinking glass bottle, fill it with something flammable (unremarkably petrol), shove a rag in the top, light the rag on fire, and give information technology a toss. Flaming chaos ensues. The chief purpose is, of course, an anti-personnel weapon, only it tin can also be used strategically for defence force. I of the new features found in San Andreas is the ability to set the environment on fire, and the ability for that fire to go on to burn- and even spread in about cases. In the outcome you e'er find yourself facing multiple enemies coming at you from a single asphyxiate point (such as a door or alleyway), a well placed molotov can exist used to finer block their road. With a wall of flames between yous 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 altitude and shoot from your somewhat defended position. Or, y'all could always only toss a few more in hopes of burning the lot of them. With these (and whatsoever other thrown weapon), the longer y'all concord the circle button, the farther they volition become when released.
IMAGE 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 stride three: try non 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 embrace) and clearing out closed in areas filled with opponents. When used improperly on the other hand, you can just as easily accident yourself upwardly and/or whatsoever cars nearby you may be using for cover. If yous're not careful, you might also end up causing a concatenation reaction in congested areas which ends with exploded cars all well-nigh and lots of law attending. Just then, that may very well exist the desired event in some cases...
IMAGE Tear Gas - In real life, tear gas is generally considered to exist a non-lethal weapon, merely in the earth of GTA, information technology's anything but. Granted, it does accept 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 confront and cough, the virtually practical use for this weapon is to slow enemies downwards while you escape or switch to another weapon. In any case, this stuff opens upwardly some strategy options when information technology otherwise seems y'all're hopelessly outgunned.
IMAGE Remote Explosives - AKA satchel bombs, players can throw a number of these about, then conveniently blow them all up subsequently with the split up remote. The potential for mischief with these things is only limited by the imagination, well, and the CPU'due south ability to recall where they're at, but, even so... On a mission where y'all take to ambush and kill a ped or destroy their car? Attempt figuring out where they'll laissez passer, and gear up a nice booby trap for them! Or if you doubtable the next corner y'all're to walk effectually has enemies waiting for you, throw down a few bombs, run in, and lure them out to an explosive doom. Any manner you lot look at it, there'southward much fun to be had here.

Heavy Artillery

IMAGE Flame Thrower - As the name would suggest, it throws flames. The bones concept behind a flame thrower is a tank filled with napalm which is sprayed through a nozzle and ignited by a pilot lite on the way out. In the hands of a skilled user, this weapon can prove to be quite chancy to all involved- including said user. While it does a lovely job of setting enemies, cars, and, well, everything on burn down, one runs the run a risk of burning themself also. Between panicked flaming people bumping into you, thereby sharing their pain, y'all've also got to await out for the fire on the basis 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 burn, or setting upwards 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
Impairment: 25, not counting subsequent harm from prolonged called-for

IMAGE Vulcan Mini Gun - This formidable weapon is the player's best friend. Designed to evangelize massive and withering barrages of ammunition at an alarming charge per unit of fire, this weapon is designed for total destruction of the target and annihilation around information technology. Despite its massive size and weight, the gun is portable plenty 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 fifty-fifty if the gun is non firing, a audio that eerily forecasts the destruction that is virtually to exist unleashed. Concord R1 to spin up the barrel and squeeze L1 to fire. *

Rounds per reload: 500
Damage: 140

IMAGE Rocket Launcher - Ah yes, the archetype Soviet RPG look-alike is a must have for whatsoever ane man army out to have on an unabridged state total of gangs and such. Basically, it'due south merely a big tube with a scope and a trigger to ignite the rockets which propel affect-triggered grenades. Simply aim it at a target using R1 and the right stick, fire, and *boom*. I shot is normally all information technology takes to blow up whatever car (or group of cars for that matter), although in that location are a number of vehicles which require multiple hits to destroy, such as tanks and armored vans. Evidently, you lot don't desire to utilize one of these in whatever sort of close quarters combat, but if you couldn't effigy that out, chances are you can't read this page anyway.

Rounds per reload: 1
Damage: 75, + splash harm, + fire impairment

IMAGE Oestrus 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 depression-altitude jets, propeller-driven aircraft and helicopters. The burn-and-forget system allows the histrion to lock onto a estrus source, normally a automobile or plane, fire the weapon, and begin acquiring new targets before the warhead has even destroyed the first target. To activate, bring upwardly the targeting reticle by pressing R1. Continue holding down R1 and center the viewfinder on the target. The reticle volition acquire the nearest target, and so change from green to yellow and finally to ruddy, indicating that y'all have accomplished target lock. You can fire the weapon at any stage of the lock-on procedure, but the closer to ruby-red, the more effective your strike will be. The production, research, and evolution of the Stinger Missile Organisation is a secret, merely intrepid pilots flying over the deserts on the outskirts of Las Venturas have a ton of stories well-nigh almost misses with the Stinger. *

Rounds per reload: 1
Damage: 75, + splash harm, + fire impairment

Equipment

IMAGE Spraycan - Kind of looks like an onetime can of Montana spray paint, which was made by and for graffiti artists, but that's abreast the signal. Or, maybe it's not, as the main purpose for the spray tin can is to throw up Grove Street tags over those of rival gangs. Using the pigment is really quite elementary, merely hold R1 to target a tag (or ped, if you actually want to), and hold circle until the tag is finished. If you lot're in a existent tight spot you can use information technology as a weapon with like results to the tear gas, thought it'due south hardly effective enough to rely on for a principal defense. Oh, and you can always find ane in the upstairs chamber at the Johnson Firm in Ganton should you need some paint.
IMAGE Camera - The camera offset made its appearance in Vice Metropolis as a one-off item used in a single mission. This time around, the photographic 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 correct 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 y'all're so inclined to actually save the pic to look at later, hitting L1 volition allow you to save the image to your memory card, where y'all can admission it via the gallery in the pause bill of fare any time you want.
IMAGE 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 lot're the conscientious criminal type who likes to clean up behind your fiery rampages, chances are you'll really simply use this in missions which require escaping from called-for buildings. Whatsoever the reason you apply information technology, doing then is simply a thing of aiming with R1 and the correct stick, and pressing circumvolve to spray the foamy stuff. For best results, aim at the base of the burn down and keep spraying until it goes out.
IMAGE Parachute - Whether you're jumping/falling off a alpine building, or leaping from a plane thousands of meters upwards, the parachute is an absolute necessity unless you want to be a puddle for some bizarre reason. Subsequently equipping the 'chute (which happens automatically when jumping from an airborne plane), you lot can swoop, rotate, and glide a bit during gratis-fall with the left stick. At some indicate or some other, it would be a skilful thought to deploy the parachute by pressing circle. After it'southward opened, y'all can steer yourself with the left stick- left/correct turn, upward speeds your descent gradually, and pushing downward gives you a bit of extra lift assuasive you to move forrard while slowing your fall.
IMAGE Thermal Goggles - These, every bit 1 might guess from the name, allow you to to meet the estrus signatures given off by peds, cars, and whatnot. By selecting them from your item listing and pressing circle to equip (or unequip later), the screen turns a rather psychedelic set of blue, purple, pink, and ruby hues; with blue being common cold and red existence hot, of form. Later 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 dark 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 libation landscape/building objects blending together with the ambient background heat (or lack thereof rather).
IMAGE Nighttime-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 information technology in a green-ish display then you can see what'southward going on in the dark. The equipment/usage method is the same equally above, but the practical application of them is quite unlike. In situations where one must motion around a lot, especially indoors with lots of obstacles, night-vision is ordinarily the best manner to go. Or if you need to work at long range outside, the thermal goggles are generally better. In the stop, it boils downward to personally taste/way, be information technology yours or whoever gives you a mission with is own equipment.
IMAGE Jetpack - Yep. That's right, there's a functional jetpack in San Andreas. Information technology'due south not a standard selectable item, per se, as it automatically equips itself and your submachine gun when yous pick it upward, and then you'll never really see the HUD icon for it. Using the jetpack is a chip similar flying a helicopter: X provides up thrust, square downwards, and up/downward 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 so R1 allows you to aim your submachine gun like normal. Once you're finished rocketing about, pressing triangle volition abandon the pack wherever yous are, even if that means hundreds of meters in the air.
IMAGE Remote Detonator - This is some other non-standard slice of equipment which doesn't supervene upon anything in the equipment slot. There's not too much to it either. You only get the remote detonator with the remote explosives listed to a higher place, and use it to, well, detonate them past switching to this item and pressing circle. Subsequently the bombs are used up, the detonator is discarded from your inventory.

Other

IMAGE Pikestaff - Nobody's quite sure why the cane fits into the "other" slot. The weapons.dat file lists information technology equally a souvenir, yet there doesn't seem to be anyone that it can exist given to. At whatsoever charge per unit, it tin be used as a melee weapon, which behaves roughly similar the katana, so maybe information technology's still useful when carried along side the rather dull chainsaw. Or, at the very least, you could always carry it along to complete your pimp outfit...
IMAGE Flowers - Well-nigh girls like flowers, so it should be no surprise that their primary employ is to requite as gifts to certain girls throughout the game. Or if you've withal to detect a girl with an option to give them equally a gift, you lot can besides beat people down with them. Certain, they're about as ineffective a weapon as i could expect, but the humiliation factor of being smacked in the confront with a boquet of flowers is surely astronomical.
IMAGE Dildo 1 - Almost girls similar dildos too, though few will openly admit it, and even fewer yet would capeesh this every bit a souvenir on a starting time date. But, yea, this is another gift blazon item. For the most function, it'southward generally not advisable to bring a girl a mammoth purple double-dong on a first appointment. But so GTA is an exaggeration/parody of real life, and not a simulation (nor proposition of what to do in) real life, no thing what conservative politicians and soccer moms might say or recollect. And like the flowers above, this gift tin can besides exist used to smack people about, if goose egg more than for the sheer comic value of it.
IMAGE Dildo 2 - Similar higher up, only a smaller, unmarried ended type. And while the above is used in an absurd slapping manner, this one behaves in a pocketknife-like movement when used aggressively.
IMAGE Vibrator ane - At the time of writing, I've yet to see this in the game. Unless of course information technology'due south the same as the insane gas-powered looking display model on the wall in a Las Venturas sex shop. According to the data files, information technology functions the same as dildo 1.
IMAGE Vibrator 2 - Some other as-of-nonetheless unseen gift item. From the information file, information technology seems information technology acts similar dildo 2.
IMAGE 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 phone call you in scripted events. 'Tis included here for the sake of abyss.
IMAGE Skateboard - Before you ask, no, it's non in the game. No affair what you've heard on whatever intrawebnet message board, there is no way whatsoever to get a skateboard in San Andreas. All that'southward left of information technology 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 consummate the list, and for the sake of clarity.
IMAGE

Search News

IMAGE

Source: https://www.gtasanandreas.net/weapons/

0 Response to "How To Drop Brass Knuckles In Gta San Andreas"

Post a Comment

Iklan Atas Artikel

Iklan Tengah Artikel 1

Iklan Tengah Artikel 2

Iklan Bawah Artikel