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From Internet Movie Firearms Database - Guns in Movies, TV and Video Games
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Nice, but where's the trigger?

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Cover Artwork
Release Date: August 18, 2009
Developer: Raven Software
Publisher: Activision
Series: Wolfenstein
Platforms: PC
PlayStation 3
Xbox 360
Genre: First-Person Shooter

Wolfenstein is a direct sequel to the 2001 game Return to Castle Wolfenstein, developed by Raven Software and id Software and published by Activision. Starring returning protagonist B.J. Blazkowicz, the story begins with the discovery of a strange device which uses rare crystals to produce powerful effects; these crystals come from only one place on Earth: an occupied city implied to be in the German state of Baden-Württemberg called Isenstadt. B.J. is sent there to discover what the Nazis have planned and put a stop to it, soon once again finding that the entire war could be decided by the mysterious forces his enemies are preparing to unleash.

The following weapons appear in the video game Wolfenstein:


Wolfenstein allows the player to carry all eight usable weapons at once, as well as a number of hand grenades. Weapons are picked up at set points during the campaign, and can be upgraded at Black Market locations using gold found within the levels and awarded for completing them.

While the game features a quick-select weapon wheel, on consoles the weapons must be rotated into a two-weapon quick-select, which consists of the last two weapons selected from the wheel. This is to spare the low RAM of consoles; only having two weapon models loaded at once allows individual weapons to be more detailed.


Colt M1911A1

During the introduction where he has infiltrated the German battleship Tirpitz, B.J. Blazkowicz draws an M1911A1 after being discovered. After firing off about thirty rounds from the seven-round magazine, he discards the weapon, and it is never available during gameplay.

World War II issued Colt M1911A1 Pistol - .45 ACP
B.J. fires his M1911A1 at the German AA gun crew in the intro cutscene. Note the dented trigger guard and that the hammer is uncocked.
After discovering a possibility to get out of the situation, B.J. fires a few precise shots with his Colt.

Colt M1911

A British M1911 can be seen on the table on the vendor's table at the Black Market in Midtown West, but is not usable.

M1911 - .455 Webley Auto Mk. I
A British M1911 on the counter at the Black Market.

Luger P08

German soldiers frequently use Luger P08s in cutscenes, and boss character Hans Grosse uses one when he is seen in the level "Castle." A P08 can also be seen on a table in the room next to the Midtown West Black Market hideout, but cannot be used. The Luger P08 is only usable in multiplayer, where it appears as a sidearm for all classes, and it doesn't have upgrades.

Luger P08 - 9x19mm
Hans Grosse holds Caroline Becker hostage with his Luger P08.
A German officer aims his Luger at B.J.
The Luger of Anton Kriege lies on a table at the Black Market with 4 casings. Note the anachronistic postwar Deutschmark banknotes instead of period correct Reichsmarks.
A Luger P08 as it appears in the multiplayer.
A Luger P08's iron sights in the multiplayer.
A Luger P08 reloading in the multiplayer.

Submachine Guns


The first usable weapon in the game is the MP40, found on a table near the start of the mission "Train Station." While the charging handle reciprocates during the game, it typically does not during cutscenes, the gun simply throwing spent ammunition out of one side. In addition, in some cutscenes (for example when B.J. fires on General Zetta) the gun fires a strange cone of laser-like tracers rather than anything resembling actual gunfire. B.J. always uses this weapon in cutscenes, and it is always shown as the "vanilla" version without add-ons. It is the most common weapon in the game, and is used by the majority of German soldiers.

Among the upgrades available are a suppressor, recoil compensator, drum mag, and "big bore" upgrade which doubles the damage dealt by the weapon, apparently by altering the mechanism but not the barrel. The recoil compensator rather comically replaces the entire barrel with a pair of flash hiders joined end-on-end, which doesn't stop a suppressor mounted on the end of them still functioning normally. The drum magazine is actually a Trommelmagazin 08, a 32-round magazine used by the "Artillery" version of the Luger P08 and WWI-period Bergmann MP18 (which somehow holds 64 rounds).

MGC replica MP40 converted to fire blanks - 9x19mm
MP40 blueprint Intel showing the various upgrades. Note that "improved rifling" also adds what appears to be a tiny C-More sight to the weapon, though this is actually just a new rear iron sight.
B.J. Blazkowicz holds an MP40 outside the Rabennest (Raven's Nest) tavern, which is an allusion to the developer.
Removing an empty magazine.
Pressing in a full one.
Pulling the charging handle.
Holding up the MP40 while throwing a grenade shows the Trommelmagazin drum magazine in detail.
An MP40 on the ground.
A fully-upgraded MP40.


Karabiner 98k

A Karabiner 98k is given to the player about a third of the way through Train Station, and is one of the more common weapons in the game, used normally by German soldiers and with a scope (and extra damage) by snipers. Its rate of fire and one shot kills makes it an excellent weapon. Upgrades include stripper clips (the Black Market dealer apparently requiring a bribe to tell B.J. how to use the ammunition for the gun the way it's actually supposed to be used, since he reloads rounds one at a time by default), sniper scope, suppressor, and bayonet. While obscure, there actually was a suppressor model made for the Kar 98, called HUB-23 and paired with a subsonic Nahpatrone 7.92mm round with a muzzle velocity of 722 feet per second. The device shown in the game, however, is a Gewehrgranatengerät rifle grenade launching cup. The "Improved Rifling" upgrade replaces the front end of the rifle with part of the barrel shroud of an MG34.

The stripper clips are inserted at an angle, which makes think that this is indeed some modification of the receiver, in particular, allowing you to use them with a scope. The Germans actually experimented with a Kar98k with the charger guide machined into the receiver about 45 degrees to the right of where it would be normally, but this modification never saw widespread production. The developers obviously just simplified this aspect in the game; instead of modifying the receiver for a sniper scope, it is used right away as a way to use clips in general.

Karabiner 98k - German manufacture 1937 date - 7.92x57mm Mauser
Karabiner 98k with Zeiss ZF42 scope 7.92x57mm Mauser
Kar 98K blueprint Intel showing the various upgrades.
Two German snipers behind sandbags with scoped Kar 98ks. Unfortunately for the player, killing a sniper in the game will force him to drop a usual Kar 98k, so you can only get a scope by buying it.
B.J. carries the Kar 98k
Looking through the hooded front sight.
Cycling the bolt-handle.
Reloading the Kar 98k with loose rounds.
B.J. reloads his Kar 98k, after a black market dealer told him about the great mystery of stripper clips for a large bribe. Note the clips are inserted at an angle, allowing use with a mounted scope.
A fully-upgraded Kar 98k.


The immediate forerunner of the more well-known Sturmgewehr 44 is first found in the mission "Dig Site" and frequently seen in the hands of SS soldiers in the later levels and hub areas. The available upgrades include a recoil compensator, drum mag, and tactical scope; a piece of concept art shows that a suppressor was considered as an accessory (also modeled after the Gewehrgranatengerät) but this is not in the final game. Rather bizarrely, the drum magazine is actually the 50-round drum used by the MG34 and MG42 machine guns in the light machine gun role. Installing a "recoil compensator" makes the gun look similar to the MKb 42 (H) (although the modified gas outlet does not extend as far, and the front sight actually moves back along the barrel, unlike the original rifle).

The same diagram also states that the scope shown in-game is a real scope for the MP43; this is not strictly true, as the MP43 could not mount a scope at all and the MP43/1 used a special scope which was mounted over the rear sight. The scope shown in the game is the Zeiss ZF4 used by the later MP44/StG-44.

MP43/1 with ZF41 scope - 7.92x33mm Kurz
MP43 concept art blueprint showing the various upgrades. Note the Gewehrgranatengerät used as a suppressor.
B.J. holds an MP43.
Taking the used magazine...
...and replacing it with a new one.
Tugging the charging handle
A view of the upgraded MG34-style drum magazine.
Sport Systeme Dittrich reproduction of the Haenel MKb 42 (H) - 7.92x33mm Kurz
Sturmgewehr 44 with ZF4 scope - 7.92x33mm Kurz
Blazkowicz carries the fully-upgraded MP43 during the Zeppelin mission.

Machine Guns

Browning Automatic Rifle

Several Browning Automatic Rifles can be seen behind the counter of the Black Market weapons dealers, but are never available for use.

M1918 Browning Automatic Rifle - .30-06
Two BARs are seen.

MG 34 Panzerlauf

The MG 34 Panzerlauf machine guns can be seen mounted coaxially on Tiger tanks.

MG 34 Panzerlauf - 7.92x57mm Mauser
B.J. approaches a tank and looks at the MG 34 Panzerlauf. Note the Zimmerit paste-like coating on the tank.


The MG42 appears in the games only on fixed mounts. The weapon features a heat gauge and infinite ammunition, despite that the model shown in the game is not actually loaded. A modified version of the MG42 stock is also used as the rear of the "Particle Cannon" and "Leichenfaust 44" weapons.

MG42 with bipod extended - 7.92mm Mauser
B.J. encounters the very first mounted MG42 at the train station.
The right side.
Manning the MG42.
Zooming in to the sights.
Firing the MG42.


Flammenwerfer 35

Seized from the hands of the German "Drachen (Dragon) Troopers" is the German Flammenwerfer 35. Upgrades allow it to have more fuel and produce a hotter flame for increased damage.

Flammenwerfer 35 flamethrower
Holding the Flammenwerfer.
Werfing some flammen.
The fully upgraded Flammenwerfer in-game.


A Gewehrgranatengerät rifle grenade launcher is the model used for suppressor accessories; it can be added to the MP40 and Kar 98k, and concept art shows that it was planned as an accessory for the MP43 as well. It is not clear why a grenade launching cup was used to stand in for a suppressor, but the concept art of the MP43 includes notes showing the artist was fully aware of what the device actually was.

Gewehrgranatengerät (a.k.a. Schiessbecher) - 30mm
MP43 concept art blueprint showing the various upgrades. Note the Gewehrgranatengerät used as a suppressor.


The Panzerschreck is first seen in the mission "Farm" and is occasionally used by German soldiers. The Panzershreck basically requires the "stabilized rockets" upgrade to remove firing randomization to be even remotely useful since ammunition for it is rare; it can also be upgraded to increase the blast of the rockets, and to mount a strange Veil-powered "Seeker Crystal", which allows fired rockets to lock on to enemies. The "magazine" add-on replaces the rear part of the tube with a 3-round gravity feed loading system; amusingly, the rockets are held together for loading with a simple steel band, so this is one time it would actually be correct to call the loading system a clip feed. The weapon starts out as an RPzB 54 with a blast shield (presumably playing the game's setting in October 1943 or later), but the "lightweight build" upgrade reverse-upgrades it to an RPzB 43 without one, which improves the handling of the weapon and allows a clearer picture when using the iron sights. In real life this would be a fairly bad idea since the blast shield was added to the RPzB 54 following complaints that the original weapon was extremely unpleasant to fire if the user was not wearing a gas mask.

RPzB 54 "Panzerschreck" rocket launcher - 88mm
Panzershreck model; note the shoulder rest is bent backward.
Holding the Panzerschreck.
Inserting an 88mm rocket.
A view of the trigger part.
Fully-upgraded Panzershreck in the game.
Reloading the upgraded Panzershreck with a rocket clip.


Mk 2 Hand Grenade

The Mk 2 Hand Grenade is available only in multiplayer, for the Resistance Class. This is rather unusual, considering that this is the only Allied weapon available for use in the game by player. It also suggests that, perhaps, the game was originally planned to use other types of Allied weapons (like in the previous game, RtCW; the above non-usable weapons can also be proof of this), but these were cut for some reason during development.

Mk 2 "Pineapple" hand grenade
The grenade indicator in-game is modelled after an Mk 2 Hand Grenade.
In multiplayer.

Model 24 Stielhandgranate

The Model 24 Stielhandgranate is available throughout the game with upgrades allowing a greater explosive charge and a satchel for carrying more grenades. Oddly, the head of the in-world grenade model resembles a Model 43 Stielhandgranate.

Model 24 Stielhandgranate with fragmentation sleeve
Model 43 Stielhandgranate with fragmentation sleeve
A pack of M24 Stielhandgranates. Note the head is tapered at the ends and has a fine gridded fragmentation sleeve, totally incorrect for the Model 24.
Model 24 Stielhandgranate
The thrown Stielhandgranate, however, is the standard grenade with smooth warhead.

No. 74 Mk. I

Several No 74 ST Grenades can be seen on a shelf behind the Black Market vendor, but are not usable.

No. 74 Mk. I S.T. "Sticky Bomb"
A couple of No. 74 Mk. I S.T. anti-tank grenades on shelves behind the Black Market vendor (circled in red).

Heavy Weapons

20 mm MG FF

Several Messerschmitt Bf 109 fighter aircraft are seen during the "Airfield" and "Zeppelin" missions which have wing-mounted MG FF cannons.

MG FF cannon - 20 x 80mm

3.7 cm Bordkanone

The Zeppelin is armed with several 3.7 cm Bordkanone in fictional quad mountings.

Bordkanone 3,7 - 37mm

Browning M2 Aircraft

Browning M2 Aircraft heavy machine guns can be seen briefly on a B-17 bomber which flies overhead during the mission "Airfield." A giant B-17 ball turret can also be seen mounted on the front of the Service Airship's gondola at the end of the same mission.

Browning M2 Aircraft - .50 BMG
The crashed B-17 bomber seen in the menu.

Flakvierling 38

B.J. uses several Flakvierling 38s to shoot at the Queen Geist and her egg sacks at the castle where Caroline Becker is held. Several more can be seen on the zeppelin in the end and at the airfield B.J. infiltrates. These weapons have infinite ammunition (B.J., like many FPS protagonists, apparently being able to stand in for a seven-man crew by himself) and are governed by a heat gauge. The barrels seem to fire at random, rather than in diagonal pairs as on the real weapon.

Flakvierling 38 with gunshield removed - 20x138mmB
Flakvierling 38 in-game.

Unknown AA Gun

In the intro cutscene, a German AA gun crew man some kind of AA gun to shoot at B.J. The weapon appears to be a dual water-cooled machine gun of some kind; regardless, it is completely incorrect for the Tirpitz, whose smallest dual guns were 37mm SK C/30 AA guns which required a crew of six. The gun itself is mounted where a vastly larger SK-C/33 dual 105mm anti-aircraft gun should be.

The German gunner prepares to fire the AA gun at B.J. as B.J. takes cover.
A closer view of the gun named "Lilli".
As Blazkowicz shots at the hanging lifeboat, the anti-aircraft gun can be seen from above.

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