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Postal 2

From Internet Movie Firearms Database - Guns in Movies, TV and Video Games
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Postal 2 (2003)

The following weapons appear in the video game Postal 2:


Desert Eagle Mark XIX

The main pistol is a Desert Eagle, said to be chambered in .50 AE but has a fluted barrel like the .44 and .357 Magnum versions, which has good range and accuracy, and can kill most targets in two or three hits. It is named on signs in gun stores as the "Old Faithful Combat Pistol", but is otherwise referred to generically as the "Pistol". Ammo is extremely easy to come by as it is the only pistol used by NPCs, being that it was the only one in the game before its 2013 updates. In-world pickups give it an implied magazine capacity of 9 rounds, which is in line with the .357 Magnum version of the Desert Eagle. When drawing the pistol, the player will release its slide shut and unequipping the weapon magically locks back the slide.

IMI Desert Eagle Mark XIX - .50 Action Express
IMI Desert Eagle Mark XIX - .44 Magnum
The Postal Dude in combat with the police, using a Desert Eagle.

Glock 18

The second available pistol in the game, ported from the Eternal Damnation mod in patches after the game's digital rerelease in 2013, is a non-compensated Glock 18 with selectable fire rates of single, full-auto, and burst. Its non-burst fire modes make it somewhat comparable to both the Desert Eagle and AR-15, and the two modes differ from their competing weapons in generally the same way: it competes with a faster rate of fire (less delay between semi-auto shots and a higher full-auto rate) but less accuracy (with semi-auto still being rather accurate, but full-auto reaching the kind of spread you'd expect from a shotgun). Accordingly, as it is trying to compete with two weapons at once, it features a rather ridiculous maximum ammo cap of 1000 rounds, double that of either weapon; it is highly unlikely that a player will reach that cap on any difficulty below Hestonworld, as its ammunition is somewhat scarce. While it has three fire modes, the selector is only animated to switch between two; when switching from burst to full-auto, the selector will flip itself back to the position for semi-auto before the Dude puts it back where he already set it. In Paradise Lost, Habib's automated vendors identify its ammunition as .45 ACP, presumably as a half-hearted attempt to explain why it and the HK94, the ammo for which is properly noted as 9mm, do not share ammunition.

Glock 18 (3rd Generation) - 9x19mm Parabellum
The Postal Dude wielding the Glock outside his trailer, ready for a new day. Note the awkward angle of his arm.
The Postal Dude firing the Glock at nothing important (no, not Not Important). A close look reveals there are no compensator cuts in the slide or barrel, showing that this is not a Glock 18C.

Colt Python

Added with the 2015 DLC Paradise Lost, the Colt Python, referred to as simply the "Revolver" and differentiated from the Anaconda mostly by shops identifying its ammo as .357 Magnum, is the third available handgun. Compared to the Desert Eagle, it has a slightly lower rate of fire and holds a hundred fewer rounds in total (not to mention ammo being incredibly scarce, as only one NPC uses it, only a handful of pickups exist or are added with each new day, and it cannot be purchased from vendors until Thursday), but competes with noticeably higher damage (enough to generally kill citizens in one shot and lawmen or other armored foes in two or three) and no degradation in accuracy like the Glock. It also features an "execution bar" that fills via killing enemies, which allows for enemies to be marked by holding the secondary fire button and passing the crosshair over them; releasing the button will cause the Dude to deal instant-kill headshots on every marked enemy in his sight, assuming nothing has come between the Dude and a target to obstruct his shot. Its inclusion fits a minor Western theme present in the expansion, what with the old police being replaced by Wild West-style lawmen; as such, the Dude treats the weapon like an old-West revolver, with lots of spinning in the drawing and holstering animations, cocking the hammer after every shot as if it's single-action-only, fanning the hammer for secondary fire, and blowing smoke out of the barrel before giving it another spin if at least four enemies are marked and killed with the secondary fire.

Stainless steel Colt Python with 6" barrel and rubber combat grips - .357 Magnum
The Dude holds the Revolver as Enhanced Mode conspires to take the "kill" out of "instant-kill headshots".


Remington 870 Police Folder

The main shotgun in the game is a Remington 870 Police Folder with an extended magazine tube, a black forend and a Mossberg 500-style heat-shield. Signs in the gun store and Habib's vendors in Paradise Lost assign it the moniker "Mansweeper Riot Gun", but like the Desert Eagle, pickups and other sources refer to it generically as the "Shotgun". It is a 12 gauge shotgun with a powerful punch which can blow up NPC's heads with a single close-range shot. Cats found in-game can be used as an effective "suppressor"; accordingly, since cats have nine lives, they will fly off the barrel and gib on impact with whatever surface or person they first touch on the ninth shot. Its in-world pickups give it an implied capacity of 8 rounds.

Remington 870 Police Magnum with stock folded - 12 gauge
Remington 870 Police Folder with extended magazine tube and stock extended - 12 gauge
The 870 Folder as it appears in the Postal Dude's hands. Note the left-handed ejection port, an attribute that oddly only applies to a small handful of guns, rather than the all-or-nothing deal most other games go for in regards to mirroring models.

Sawed-off Double-barrel Shotgun

The second available shotgun in the game, ported from Eternal Damnation after the game's Steam rerelease, is an indistinct-model Sawed-off Double Barrel Shotgun which can be found hidden in various areas from Thursday onwards. It is very powerful at close range, being able to blow people in half with ease even beyond the range that the Remington can deal headshots and is still an instant kill on most enemies for a decent distance beyond that; in return for this, it has a drastically widened pellet spread, which removes much of the middle ground between completely maiming someone and everybody next to them in one shot and barely tickling them, and its nature as a double-barreled weapon means it requires a reload after every two shells. It is the second weapon added to the game to require reloading, after the Napalm Launcher included in the original release, and is the first which holds more than one round between reloads and which can have a reload triggered early via the otherwise almost-entirely-unused secondary fire function.

Sawn-off Remington Spartan - 12 gauge
The Postal Dude wielding the Sawed-Off Shotgun in Apocalypse Weekend.
After the carnage, The Dude finds time to reload his gun while displaying surprisingly good trigger discipline.

Winchester Model 1887

Added to the game with Paradise Lost, the Winchester Model 1887 is the third shotgun available. It features a tighter spread than the other shotguns, allowing for one-hit kills at a longer range, but in return it has a slightly lower rate of fire as, like a majority of video game 1887s, the Dude rechambers the weapon by flipping it via the lever around his fingers à la Arnold Schwarzenegger in Terminator 2: Judgment Day. Though, this ignores the fact that, also like most video game 1887s, the weapon has a standard lever and would break the Dude's fingers sooner than it would let him cycle it in this manner.

Norinco replica of a sawn-off Winchester Model 1887 - 12 gauge
The Dude escapes from the "Church of the VD Clan" with his sawed-off 1887, cursing his luck at escaping from a town in the midst of a zombie apocalypse only to return just in time to witness the beginning of a second one.

Franchi SPAS-12

Yet another new shotgun, this time seeming to be a short-barreled Franchi SPAS-12 with the stock removed and a wooden forend, also featuring a relocated ejection port moved closer to the top-left corner of the rusted receiver. Its presence in the game seems to be an easter egg, as it can only be located once in the base game (via finding a way on top of a roof the player is normally not expected to be able to climb on top of), and a few more times in Paradise Lost, such as in a secret area that requires a tough fight against, of all things, velociraptors. It is referred to by the new weapon-selection menu added in post-Steam-release updates as the "Beta Shotgun", indicating that this was meant to be the original shotgun model before the more-polished Remington model was created. Unlike the other shotguns, it does not feature appreciable differences in pellet spread or fire rate to the regular shotgun; it does, however, feature much-improved damage, to the point that even the more bullet-resistant lawmen are guaranteed to lose their head in one reasonably-close-range blast. Like the double-barreled shotgun, it requires a reload after a certain number of rounds (six in its case), but the gun features an incredibly bizarre and silly reload animation wherein the Dude attempts to forcibly shove several shells into the chamber through the ejection port at once, only fitting one while the rest go flying; this nevertheless completely fills the weapon.

Franchi SPAS-12 with stock removed - 12 gauge
The Dude looks over the Beta Shotgun, worrying that it could have only accumulated this much rust by coming from Bowa Seko.
Triggering a reload causes the bolt to automatically lock open, as the Dude reaches for a large handful of shells.
Smashing them all at once into the side of the weapon ends about as well as you'd expect, the Dude's sole saving grace that he is somehow able to turn the one shell that actually makes it into the weapon into six.

Automatic Weapons

Colt AR-15A2 HBAR

A Colt AR-15A2 HBAR converted to fully-automatic is the sole automatic rifle in the game, and prior to patches from 2013, the only automatic weapon at all. It is not given any sort of overly-aggrandizing name like the Desert Eagle and Remington (advertisements in gun stores instead simply telling you "you know you wanna"), and is simply referred to rather generically (and incorrectly) as a "Machine Gun". It has a medium-powered punch, and can take down gangs easily, though it is rather inaccurate past mid range and has a relatively low rate of fire. The cat suppressor can be used on this weapon as well, though again it will only last for nine shots - which, given the automatic fire rate, means the player will use it up within a second or two. The in-game rifle also comes equipped with a Pachmayr Vindicator pistol grip. In-world pickups of the weapon give it an implied ammo capacity of 35 rounds.

Colt Government Model HBAR - 5.56x45mm NATO
The Postal Dude in combat with ATF personnel (rather fittingly) with his full-auto converted civilian rifle.

Heckler & Koch HK94A2

A "chopped and converted" Heckler & Koch HK94A2 with a Navy trigger group is the second 'assault weapon' in the game you can acquire, ported from Eternal Damnation after the game's Steam release; it can be identified as a HK94 by its lack of a paddle magazine release and barrel lugs. Behaving similarly to the AR-15 with a faster rate of fire and slightly more damage, but it can't accept the cat-silencer and its ammo tends to be rarer. Unlike the differences between the starting Desert Eagle and the later Glock above, the HK94 holds the same amount of reserve ammo as the AR-15, and can occasionally be found utilized by NPCs, especially in difficulty modes which give everyone a gun or in the Paradise Lost expansion. In a surprise design choice, you can switch the weapon from full-auto to semi-auto; the Postal Dude will actually adjust the selector switch to accommodate the player's choice.

"Chopped and converted" Heckler & Koch HK94A2 - 9x19mm Parabellum
Heckler & Koch MP5A2 with Navy trigger group - 9x19mm Parabellum
The Postal Dude, in police uniform no less, decides to attack the precinct with his acquired HK94 set on full-auto.
But, deciding to save on ammo, he switches the gun to semi-auto; for some reason, he chooses to use his off hand to adjust the selector switch within easy reach of his firing hand's thumb, but not for the more awkwardly-positioned Glock's.
Now on semi-auto, he goes to continue his rampage.

Sniper Rifles


The M24 Sniper Weapon System is the only sniper rifle in the game. The weapon's rate of fire is exceptionally slow and the gun is nearly useless without using the attached scope (accuracy is severely lowered when firing without it), but is exceptionally accurate when firing with it and essentially guarantees a one-hit kill on a headshot. It notably has travel time with its bullets, whereas every other firearm uses simple hitscan. When being used by the player, the model is reversed, with a left-sided bolt handle.

M24 sniper rifle with Harris bipod - .300 Winchester Magnum
A pair of M24s on a gun rack. Note the correct bolt placement on the gun's world model.
The Dude carrying a suppressed version of the weapon from the "M@D Mods" add-on included in the unofficially-developed but officially-released A Week in Paradise mod. Note the left-sided bolt.
The standard version of the M24. Note the odd partially-grey and partially-wooden stock; this is due to a misalignment in the weapon's texture.
Scope view.


M26 hand grenade

The M26 hand grenade is the game's primary type of grenade, with an effective blast radius. Grenades operate on a standard five-second timer upon being thrown, though they will detonate instantly upon contact with an actual person. The grenade can also be placed on the ground to act as an improvised mine with secondary fire; as when thrown normally, the grenade will remain inert until someone walks into it, whereupon it will detonate (if anyone other than the user walks into it, despite the fact that the Postal Dude does not pull the pin before dropping it) or it will be returned to their cache (if the user walks into it). Grenades, both thrown and dropped, can also be kicked around, but some care needs to be taken as the grenade can only be kicked about three times maximum before it will simply detonate upon being kicked again; this almost never comes up when thrown for the simple fact that the player is the only one who can make extensive use of kicking (NPCs are only programmed to kick corpses out of their way, assuming they don't react to the presence of one by panicking), but can be an issue in trying to set traps without alerting a potential target by letting them see the player holding a grenade.

M26 hand grenade
The Dude holding an M26.

Saab Bofors Dynamics AT4

The Saab Bofors Dynamics AT4 is one of the two rocket launchers in the game. It operates rather oddly; its rockets need to be "charged" by holding down the fire button, which gives the rockets a longer travel time. Its primary fire will launch a homing rocket at full charge, and the secondary fire will launch a dumbfire rocket; dumbfire rockets may also be launched by not fully charging the primary fire. A darker-green variant with an M26 icon in place of the fuel-charging meter acted as another variant of the grenade launcher in the "Share the Pain" multiplayer component; like the below M79, it simply launched the same hand grenades as the player could throw, acting as a faster manner of getting them out and heading towards a group of hostiles. A third variant of the AT4 is known as the "Mini-Nuke Launcher"; this variant appears as a red-coloured AT4 and launches rockets with a far larger blast radius.

Saab Bofors Dynamics AT4 with AN/PVS-4 night-vision scope - 84mm
The standard AT4 in-game. Note that it has the mounting bracket for an AN/PVS-4 but not the scope itself. The Dude is also holding the launcher upside-down.
The red "Mini-Nuke Laucher" variant. Note the completely gray fuel gauge.

M79 grenade launcher

An M79 grenade launcher, alternately referred to by name as the "M79 GrenadeLauncher" in the pickup message or generically as just the "Grenade Launcher" in the weapon menu, is one of the three explosive weapons in the game that you can acquire, the only one of the three with a reloading animation between shots, and the only one of the three to be added post-release. Although the reload animation shows the Postal Dude loading in a correct 40mm grenade, the actual shot that comes out of the tube is the model for the regular hand grenade and behaves just like them, complete with bouncing harmlessly off of surfaces before coming to a rest and exploding a short time later, and only instantly detonating on contact with something if that something is another person (as such also ignoring the minimum safe arming distance of a real 40mm grenade); this is in spite of how it works in the mod from which the weapon comes from, Eternal Damnation, where the grenades launched will always detonate on impact.

M79 Grenade Launcher - 40x46mm
The Postal Dude using the Grenade Launcher in Apocalypse Weekend to fight the "Kosher Mad-Cow Zombie, God of Hellfire".
The Postal Dude reloading the Grenade Launcher during the last boss fight of Apocalypse Weekend.

M18 smoke grenade

A new throwable weapon added with Paradise Lost is the M18 smoke grenade. While most games are content to have the M18 release incorrectly-colored smoke, Paradise Lost goes a step further and completely misconstrues its intended purpose, turning the grenade into a flashbang. It is utilized in the same manner as the usual frag grenades and other thrown explosives, the only difference being that enemies nearest the explosion will be stunned for a few seconds, while those a bit further away from it will generally panic.

M18 smoke grenade, violet
The Dude holding an M18 that wants to be a flashbang, while observing the explosion of another one from a safe (for video games) distance. For good measure on the "let's see how much we can get wrong" count, its explosion emits a small amount of white smoke as well.

M112 Demolition Charge

A bundle of eight M112 Demolition Charges appear in Paradise Lost as an errand target on Friday. It, along with an improvised detonator are required to make the IED needed to blast the way into the Hell Hole.

M112 Demolition Charge
The M112 bundle at the Survivalists' encampment. Of note is that the markings appear to have been based on the image above, as the lot number (more clearly seen when the image is viewed at full size), MA-98B007-004A, are identical.
A closeup fully assembled IED; the markings denoting the blocks as M112s are very clearly seen here.


"Napalm Launcher"

The Napalm Launcher is the last weapon in the 'launcher' style of guns in Postal 2 and also the only gun in the game not based on any real-life weapon, although it does require reloading, making it the third gun in the game to have a reload animation (the first included in the game, in fact, as the others were added post-release). Shooting a container of napalm, the trail it leaves will light on fire almost instantly, torching anyone and anything in its path - including the player.

The Postal Dude wonders who or what he's gonna torch with his Napalm Launcher.
Deciding to test it out, the Dude reloads the Napalm Launcher after firing it near his trailer.

M134 Minigun

One more addition to the game with the Paradise Lost DLC are three instances of a mounted weapon, the M134 Minigun, two of which are accessible by the Dude. The model seems to most closely resemble the USAF's GAU-17/A fitted with the non-slotted flash hider of Dillon Aero's version. Surprisingly, the weapon is actually presented somewhat close to reality - it's mounted rather than man-portable, it's fitted with a sight of some variety, it actually has a visible ammo box mounted on it (despite its typical infinite amount of ammunition), and perhaps most notably it does not overheat no matter how long anyone, the player included, fires it, echoing the primary advantage the six barrels are supposed to give to the weapon. The first one appears on Thursday, mounted in the warehouse of the old postal office, where it is used by the Borderlands-parody boss "Two-Ears", referred to as his "beeg deeck". The next two both show up on Friday, one used by the Survivalists in the forest to, as befitting their status as a S.T.A.L.K.E.R.: Shadow of Chernobyl reference, recreate the infamously-powerful mounted PK protecting the entrance to the game world proper in Clear Sky; this is the sole minigun that cannot be used by the player, or even have the NPC making use of it killed to make it stop firing. The other is in the underground vault below the remains of Habib's store; this one is unmanned and technically usable, though given the absurd rush of enemies coming at you is probably not a viable option.

General Dynamics GAU-17/A - 7.62x51mm NATO
Profile view of the minigun at the Bandit's hideout after killing off its previous owner and all of his friends, giving a good view of the somewhat oddly-placed barrel disks.
Taking a look down the sight. Unlike most other games, the gun is not limited to some arbitrary turning arc, and is in fact capable of being aimed along the full 360 degrees around its mounting; here the Dude demonstrates that the devs apparently didn't intend anyone to actually take advantage of this.

Unusable Weapons

Browning Hi-Power

A cable-locked Browning Hi-Power Mark III is present as the icon for locked achievements.

Browning Hi-Power Mark III - 9x19mm Parabellum

Flintlock Pistol

A Flintlock Pistol appears on the alternate version of one of the pictures of "Mike J's Super Friendship Club".

Belgian East India Company pattern flintlock pistol - .69

M1911-type pistol

A silhouette of an M1911-type pistol can be seen on a sign in the PU Games headquarters in Paradise Lost.

Smith & Wesson SW1911 - .45 ACP
The sign in question.


An M60 appears on a piece of promotional material for Postal III hidden in Paradise Lost.

M60 - 7.62x51mm NATO

Mossberg 590 Compact Cruiser

A Mossberg 590 Compact Cruiser with an M4 stock appears on the same Postal III promotional art.

Mossberg 590 Compact cruiser with M4 stock - 12 gauge

Tokarev TT-33

What appears to be a Tokarev TT-33 appears, again, on the same Postal III promo art.

Tokarev TT-33 with wood grips - 7.62x25mm Tokarev

Zastava M59/66

A Zastava M59/66 appears on one of the images of "Mike J's Super Friendship Club".

Zastava M59/66 - 7.62x39mm

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