Weapons are an important feature in L.A. Noire. The player will draw your default pistol when weapons are needed, you can pick up different weapons from the hands of a deceased enemy or from the trunk of a police car. Most guns will eventually run out of ammunition. Although there is no HUD to tell you how many rounds you've got left, Cole or Kelso will make an alerted comment about the ammunition when you're running low. In that case, you either want to switch back to default or select a different weapon. In some circumstances the weapon you picked up will have unlimited ammo, your default pistol never runs out of ammo.
After a gunfight, Cole Phelps or Jack Kelso will either drop the weapon he was using, holster his sidearm, or reload the weapon.
Weapons
Usable Weapons
- Fists
- Colt Police Positive
- Colt M1911
- Nickel Plated Pistol
- Browning Hi-Power
- Ithaca M37
- Thompson M1
- Chicago Piano Gun
- M1 Garand
- Browning Automatic Rifle
- .38 Detective Revolver
- Flame Thrower
Melee
Handgun
- Colt M1911
- Browning Hi-Power
- Colt Police Positive
- .38 Detective Special
- Smith & Wesson Model 27
- FN Browning 1922
- Nickel Plated Pistol
- Star Model P
Shotgun
Rifle
Sub-Machine
Other
Melee Weapons
See Also
Trivia
- In a scenario wherein a gun is taken out, Kelso or Phelps will kick open doors instead of opening them normally.
- You can free roam with guns in several cases, such as "A Slip of the Tongue", "The Fallen Idol", "Reefer Madness", and "Nicholson Electroplating". This allows him to explore certain areas not normally accessible where instead of trying to open doors but finding them locked, he will be able to kick down them (e.g., Leland Monroe's office at Elysian Fields Development, which has a gold handle, but is in a "locked" state).