1GHz Intel Pentium III or AMD Athlon Processor
256MB of RAM
8x DVD-ROM Drive
3.6 GB of free Hard Disk space for a minimal install
64MB Video Card with DirectX 9 compatible drivers ("GeForce3" or better)
DirectX 9 compatible Stereo Sound Card
Keyboard & Mouse
Intel Pentium 4 or AMD Athlon XP processor (or better)
384(+) MB of RAM
16x DVD-ROM drive
4.7 GB of free Hard Disk space for a full install
128(+) MB Video Card with DirectX 9 compatible drivers ("GeForce4" or better)
DirectX 9 compatible Surround Sound Card
Game pad with twin axis analog controls (USB or Joystick Port)
Keyboard & Mouse
 After living in Liberty City for five years, Carl "CJ" Johnson returns home to Los Santos for his mother's funeral. Upon his arrival, however, he is confronted by corrupt C.R.A.S.H. cops Frank Tenpenny and Eddie Pulaski, old enemies of Grove Street, and their new Hispanic recruit, Hernandez. Carl is loaded into the back of their car and driven off while he finds out that the officers are framing him for the death of an Officer Pendlebury, apparently killed a few minutes before the officers picked up Carl. Tenpenny tells Carl that if he leaves Los Santos then they will hand the murder weapon over to the non-corrupt police members who will have him jailed. Carl is then thrown out of the car deep in Ballas territory, the Grove Street Families' chief rival gang. He utilizes a nearby BMX to quickly cycle to Grove Street, where he immediately finds his mother's house to find it in a mess. He spots a picture of the family from back when he was a child and memories flood back to him of his Sweet, his other brother Brian and his sister, Kendl. He is shaken out of his trance when his old friend and GSF, Big Smoke, mistakes him for a cocaine addict. He soon realizes his mistake and welcomes CJ back, offering his condolences and directing him to his new car outside the house, which CJ uses to drive himself and his friend to the cemetery where his mother's funeral is taking place in Vinewood. However, with the Families on the cusp of retaking control of Los Santos, he discovers that his best friends, Big Smoke and Ryder, are working with the crooked Officer Frank Tenpenny and Grove Street's rival gang, the Ballas. Smoke and Ryder set a trap and help the Ballas ambush Sweet, Carl's brother. Tenpenny sends the police to arrest Sweet and kidnap Carl, whom Tenpenny ditches in the distant rural countryside. Carl, realizing Tenpenny is his only hope of staying out of jail or getting Sweet released, continues to run the cop's crooked errands, in the process killing or discrediting people involved in building a criminal case against Tenpenny.
Carl steadily befriends new allies, among them blind Chinese Triad leader and businessman Wu Zi Mu, an old hippie called The Truth, and Cesar Vialpando, a Hispanic gang member who, like Carl, has been betrayed by his old friends. Carl and his friends open a garage in San Fierro while they wait for an opportunity to return to Los Santos. After finding and killing Ryder, Carl becomes immersed in the affairs of a shady government agent, Mike Toreno, who implies that he will release Sweet if Carl helps him with his covert operations. Then, Carl works alongside Wu Zi Mu to promote the growth of a new casino in the mafia-run Las Venturas. Carl also aids a failed famous rapper Madd Dogg back on the spotlight by becoming his manager (since he caused his career's downfall). Consequently, Carl enjoys newfound wealth and eventually returns to Los Santos. Toreno makes good on his earlier promise to release Sweet, but much to Carl's surprise, his brother wants no part of Carl's new lifestyle. Sweet insists on returning to the hood and working to reestablish the GSF rather than rest on the laurels of Carl's success.
Tenpenny goes to trial for several felonies, but the charges are dropped for lack of evidence, as all the prosecution's witnesses are either missing or dead (as a result of Carl's errands for Tenpenny). Tenpenny's release sends the citizens of Los Santos into a citywide riot, similar to the 1992 Los Angeles Riots. Fueled by Sweet's resolve to topple Big Smoke, who has become the city's biggest drug kingpin, Carl reacquires lost gang territory and hunts down the traitors responsible for pushing drugs that destroyed the Families. He kills Big Smoke in a shootout, escapes from the burning crack palace and Tenpenny shows up and flees with Smoke's drug fortune, hoping to catch a flight to leave San Andreas. Carl pursues Tenpenny through the streets of Los Santos in a car chase while Sweet hangs on to the end of the ladder of Tenpenny's stolen firetruck. Tenpenny loses control of his firetruck, and he drives it off a bridge. Carl is about to shoot him, "just to make sure it's finally over," but is stopped by Sweet. Sweet simply tells him, "No need to put a bullet in him. He died in a traffic accident. No one to blame." Tenpenny then dies from his injuries. The final scene shows the Johnson family reunited. As his friends and allies celebrate their success, Carl turns to leave. When asked where he's going, he replies, "Fittin' to hit the block, see what's happening."
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.
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!
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.
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!
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.
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.
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.
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
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 dow 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.
9 mm - 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
Silenced 9 mm - 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 9 mm, 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
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. 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
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
Micro SMG - The HUD icon 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
SMG - The rather generically named SMG is obviously based on the 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.
Normal 2-Shot 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)
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)
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 9 mm, 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.
M4 - The 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.
Rounds per reload: 50 Damage: 30
AK47 - The Kalashnikov aka. 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.
Rifle - It's a basic lever-action repeater rifle. 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/span>
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. Once your unsuspecting, distant target is in the crosshairs,shoot 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.
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. 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 action(fire-) button, the farther they will go when released.
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...
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.
Remote Explosives - 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,but the most time peds run away from 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. Anyway you look at it, there's much fun to be had here.
Flame Thrower - 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. 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,if you don'T did the fire department mission till lvl 12. 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/span>
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.
Rounds per reload: 500 Damage: 140/span>
Rocket Launcher - 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,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.
Rounds per reload: 1 Damage: 75, + splash damage, + fire damage/span>
Heat Seeking Rocket Launcher - RPGs and other shoulder-fired missiles have long had a place in Grand Theft Auto. 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. 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.
Rounds per reload: 1 Damage: 75, + splash damage, + fire damage/span>