Weapons in Grand Theft Auto 2 mix street firearms, portable explosives and vehicle-mounted gear that fit the district gang structure of Anywhere City.
Category
Returning
Firearms that return from the first game and now share the Anywhere City streets with new options.
Pistol
Weakest starter sidearm; low damage per shot but common in crates and ped drops across all districts.
- Category
- Returning
- Weapon slot
- Slot 1
- Damage per round
- ½
- Acquisition
- Street pickup, crate and ped drop
S-Uzi Machine Gun
Rapid-fire S-Uzi; half the per-round damage of the Pistol but 10 rounds per ammo unit for sustained fire.
- Category
- Returning
- Weapon slot
- Slot 3
- Damage per round
- ¼
- Acquisition
- Street pickup, crate and gang drop
Flamethrower
Stream fire weapon; sets pedestrians and vehicles ablaze, no clip, fuel measured per unit.
- Category
- Returning
- Weapon slot
- Slot 6
- Damage per round
- 10
- Acquisition
- Street pickup and crate
Rocket Launcher
Explosive rocket with large splash; one shot per unit, destroys vehicles and groups.
- Category
- Returning
- Weapon slot
- Slot 8
- Damage per round
- 10+
- Acquisition
- Street pickup, crate and rare gang drop
Category
Portable
Foot-carried arms and thrown explosives you can pick up and keep in your inventory.
Dual Pistol
Two Pistols at once; doubles rounds per unit to 2, firing rate still below S-Uzi.
- Category
- Portable
- Weapon slot
- Slot 2
- Damage per round
- ½
- Acquisition
- Street pickup and crate
Silenced S-Uzi Machine Gun (S-Uzi)
Suppressed S-Uzi; same ¼ damage and 10 rounds per unit but avoids attracting police and gangs when fired.
- Category
- Portable
- Weapon slot
- Slot 4
- Damage per round
- ¼
- Acquisition
- Street pickup, stealth-friendly crate
Shotgun
Close-quarters shotgun; pellet spread drops off with distance, 2.5 damage per shot.
- Category
- Portable
- Weapon slot
- Slot 5
- Damage per round
- 2 ½
- Acquisition
- Street pickup and crate
ElectroGun
Futuristic electro bolt; must hold fire for two seconds to kill, weak against vehicles.
- Category
- Portable
- Weapon slot
- Slot 7
- Acquisition
- Street pickup and crate, late districts
Molotov Cocktails
Impact-thrown fire bomb; notably effective at destroying Tanks where rockets are resisted.
- Category
- Portable
- Weapon slot
- Slot 9
- Damage per round
- 10+
- Acquisition
- Street pickup and crate
Grenades
Timed thrown explosive; explodes seconds after toss with Rocket Launcher equivalent blast.
- Category
- Portable
- Weapon slot
- Slot 10
- Damage per round
- 10+
- Acquisition
- Street pickup and crate
Category
Vehicle-based
Garage upgrades and guns that are fixed to a vehicle and only work while mounted.
Vehicle Mines
Proximity mines dropped from car; detonate on vehicle contact for evasive or offensive use.
- Category
- Vehicle-based
- Damage per round
- 10+
- Acquisition
- Garage upgrade, weapon pickup
Vehicle Oil Slick
Rear oil dump; pursuing vehicles lose control on contact, ideal for evasions.
- Category
- Vehicle-based
- Damage per round
- 0
- Acquisition
- Garage upgrade, weapon pickup
Vehicle Bomb
Timed car bomb; arms when occupant enters and detonates with wide splash, even destroying Tanks.
- Category
- Vehicle-based
- Damage per round
- 10+
- Acquisition
- Garage upgrade, weapon pickup
Vehicle Machine Guns
Twin forward machine guns; 20 rounds per unit for chasing vehicles.
- Category
- Vehicle-based
- Damage per round
- ¼
- Acquisition
- Vehicle-mounted, upgrade or spawn vehicle
Jeep Gun
Land Roamer roof gun; single stream, 10 rounds per unit, 20 units per vehicle spawn.
- Category
- Vehicle-based
- Damage per round
- ¼
- Acquisition
- Vehicle-mounted on Armed Land Roamer only
Water Cannon
Fire Truck water cannon; pushes back and eventually kills pedestrians, very weak damage.
- Category
- Vehicle-based
- Acquisition
- Vehicle-mounted on Fire Truck only
Vehicle Flamethrower
Rampage-only Fire Truck flamethrower; unlimited fuel during Fire Truck Fun! activity.
- Category
- Vehicle-based
- Damage per round
- 10
- Acquisition
- Vehicle-mounted, Fire Truck Fun rampage only, unlimited ammo
Tank Gun
Tank turret rocket launcher; fires impact-exploding projectiles like the portable Rocket Launcher.
- Category
- Vehicle-based
- Damage per round
- 10
- Acquisition
- Vehicle-mounted in Tank only
How the groups work
Returning and Portable weapons use inventory slots and can be carried on foot. Vehicle-based entries belong to specific vehicles or to a garage upgrade and do not behave like normal pickups.
Getting the right tool
Portable arms come from street spawns, gang drops and crushers while garage upgrades for mines, oil and bombs must be bought at a garage. Mounted guns such as the Tank cannon, Jeep gun or Fire Truck water cannon only work inside that vehicle, so plan whether the job needs foot firepower or a specific vehicle. Damage and ammo per pickup help you decide between a quick pistol and a heavier but slower option.
FAQ
What is the difference between garage upgrades and mounted guns?
Garage upgrades add mines, oil slick or a bomb to a car you own, while mounted guns are built into a specific vehicle like a Tank or Fire Truck and cannot be carried on foot.
Can I carry a vehicle weapon on foot?
No. Vehicle weapons only fire from that vehicle. Portable weapons are the only ones that stay in your on foot inventory.
How do gang weapons appear?
Gangs drop their favored weapons when defeated and also leave pickups near their territory, so district control and respect change what you see on the street.

