1986 Miami fever-dream. Tommy Vercetti, neon, and the soundtrack that defined a generation.
34 entries · Firearms, melee, throwables

A semi-automatic PSG-1 .308 sniper — faster follow-up shots than the bolt-action and one of Vice City's most expensive weapons. Sold only at the top-tier mainland Ammu-Nation.

A Colt Python .357 revolver that drops most enemies in a single chest shot — at the cost of a slow reload and just six rounds per cylinder. Unlocked at Ammu-Nation once Tommy reaches the mainland.

The franchise's signature blunt weapon — a wooden bat that downs pedestrians in two or three swings. Stocked at the cheaper end of Vice City's Ammu-Nation and a staple of early street missions.

A pair of brass knucks that boost Tommy's unarmed damage without changing his animation — the earliest melee upgrade in Vice City. Found in alleys and on dead pedestrians around Vice Beach.

A snapshot camera handed to Tommy during “Martha's Mug Shot” for blackmail photography — later useful as a scoped third-person viewpoint. A unique item in 1986 Vice City's arsenal.

A motorised cutter introduced in the Scarface-style mansion shootout — holds enemies in place and shreds them in seconds. Permanently picked up after the mission and a candidate for Vice City's deadliest melee weapon.

A pump-action chromed 12 gauge — the workhorse close-range gun of Vice City. Reliable, slow to reload, and stocked at every Ammu-Nation from early in the story.

Tommy Vercetti's default unarmed combat — a basic punch combo used the moment you holster every other weapon. Slow and weak, but always available for street-level brawls in 1986 Vice City.

A back-mounted napalm sprayer with a continuous stream of flame — devastating against tight groups but useless against vehicles. Required for the “Trojan Voodoo” Little Haiti factory burn-out.

A long iron pulled straight from Vice City's Leaf Links country club — longer reach than the bat at the cost of attack speed. Picked up reliably on the fairways and in the Leaf Links clubhouse.

A timed fragmentation grenade with a throw arc that scales with how long the button is held — the simplest answer to gang clusters and parked cars. Stocked at Vice City Ammu-Nation from mid-story onward.

A claw hammer — a blunt, one-handed melee tool that lands with a heavy thud. Picked up in construction sites and around the half-finished Vice Point projects on the mainland.

A cheap, high-fire-rate machine pistol favoured by Vice City's street gangs and street-level dealers. Drive-by capable and stocked at the lower-tier Ammu-Nation early in the story.

A curved Japanese sword that decapitates pedestrians in a single clean swing — the franchise's debut for the weapon. Earned during the Cuban-versus-Haitian arc and reliably re-picked-up at the Ocean View safehouse.

A fixed-blade knife that lethally cuts down pedestrians in one or two stabs. Found at the Cuban hangouts, behind certain bars, and stocked at the cheaper Vice City Ammu-Nation tier.

A Ruger AC-556-style mid-tier assault rifle — accurate, ammo-efficient, and the first proper rifle Tommy can carry. Stocked at the mainland Ammu-Nation and reliably dropped during mid-story missions.

Vice City's top-tier assault rifle — full-auto, laser-accurate, and devastating into the endgame. Sold at the high-tier mainland Ammu-Nation and a fixture of the final Cap the Collector showdown.

A belt-fed M60 light machine gun with brutal sustained damage — slow to draw but unmatched against vehicles and crowds. Late-game Ammu-Nation unlock and a fixture of Vice City's final assault.

A broad chopping blade carried by the Haitian gangs — heavier than the knife with a wider arc. Reliably looted from downed Haitians during Auntie Poulet's missions and the Little Haiti turf war.

A heavy butcher's cleaver introduced through Vice City's organised-crime missions — short reach but punishing damage per swing. Frequently dropped by enemy gangs during mission triggers in Little Havana.

A six-barrel rotary chaingun with the highest sustained DPS in 1986 Vice City — shreds helicopters, gang clusters, and parked cars in seconds. Hidden away in Phil's Place arms cache and via the in-game cheat.

A petrol-filled bottle that bursts into a lingering pool of fire — perfect for area denial and torching parked vehicles. Stocked at the lower-end Ammu-Nation and dropped during several Cuban missions.

A precision-built MP5-style submachine gun with tight aim assist — Vice City's most accurate SMG and the backbone of the mid-game arsenal. Stocked at the high-tier Ammu-Nation on the mainland.

A police baton reliably looted from downed Vice City PD officers and spawned at every VCPD station. The slow-but-satisfying alternative to the bat for crowd control.

Tommy's first proper sidearm — a Colt .45 semi-automatic with a tight aim assist. Sold at every Ammu-Nation from the start of the story and a staple of the early-game arsenal.

A player-detonated charge — throw one, switch slots, blow it on cue. Required for several Phil Cassidy and Diaz setups and unlocked at Vice City's high-end Ammu-Nation late in the story.

An unguided RPG that obliterates vehicles, helicopters, and groups of enemies in one shot — Phil Cassidy's signature party trick. Available at his Little Havana yard and at the high-tier Ammu-Nation.

A semi-automatic SPAS-12-style shotgun with a much faster cycle than the chrome variant — drops gang members and VCPD alike in one or two close-range hits. Late-game Ammu-Nation unlock.

An improvised stabbing tool — light, fast, and surprisingly lethal at point-blank range. Found at workshops, garages, and construction-site spawns across Vice City.

A bolt-action scoped sniper rifle — accurate at long range and the go-to tool for the Cuban-Haitian rooftop missions. Stocked at the mid-tier mainland Ammu-Nation.

A cut-down sawn-off shotgun small enough to fire from a moving car — Vice City's drive-by shotgun of choice. Stocked at the mid-tier Ammu-Nation and dropped during several Diaz missions.

A canister that releases a cloud of CS gas, making enemies cough and slowly take damage. Hard to find legitimately in 1986 Vice City — appears at VCPD lockers and via the in-game tear-gas cheat.

A long-magazine Intratec TEC-9 — high fire-rate, mediocre accuracy. Drive-by capable and frequently dropped by the Vance gang and other Vice City crews.

A classic Israeli Uzi — the original drive-by SMG of the GTA franchise. Stocked at Ammu-Nation alongside the Mac 10 and a familiar drop from Vice City's mid-tier enemies.