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Perfect Dark #11 - Weapons
Weapons - Information
Perfect Dark #11
Missions
- 1.1. dataDyne Central - Defection
- 1.2 dataDyne Research - Investigation
- 1.3 dataDyne Central - Extraction
- 2 Carrington Villa - Hostage One
- 3.1 Chicago - Stealth
- 3.2 G5 Building - Reconnaissance
- 4.1 Area 51 - Infiltration
- 4.2 Area 51 - Rescue
- 4.3 Area 51 - Escape
- 5.1 Air Base - Espionage
- 5.2 Air Force One - Antiterrorism
- 5.3 Crash Site Confrontation
- 6.1 Pelagic-II - Exploration
- 6.2 Deep Sea Nullify Threat
- 7 Carrington Institute - Defense
- 8 Attack Ship - Covert Assault
- 9 Skedar Ruins - Battle Shrine
- 10 Mr. Blonde's Revenge*
- 11 Maian SOS**
- 12 War***
- 13 The Duel****
- Locations
- Carrington Institute Training
- Weapons
- Combat Simulator
- Hints and Tricks
- Cheese Locations
*Complete dataDyne Defection to Skedar Ruins on Agent to unlock.
**Complete dataDyne Defection to Skedar Ruins on Special Agent to unlock.
***Complete dataDyne Defection to Skedar Ruins on Perfect Agent to unlock.
****Complete all Carrington Institute Training scenarios to unlock.
Weapons
With more than 30 weapons to choose from, the huge arsenal available to you in Perfect Dark will satisfy any agent's combat needs. Many of the weapons listed below have been based on real-life weaponry, as well as the make-believe special weapons and alien technology. Various weapons will be available in different missions, and all the weapons will be available for use in the Combat Simulator.
In each mission, you will start off with a set of weapons including almost always a Falcon 2 variant. You will be able to then pick up new weapons from fallen guards or hidden locations as you progress through a mission. Listed below are all 35 weapons found in the game.
Data from perfectdark.retropixel.net/pd/
Weapon Select
Carrington Institute
Falcon 2
Manufacturer: Carrington Institute
Model: M1911
Type: Semi-Automatic Pistol
Primary Fire: Single Shot
Secondary Fire: Pistol Whip
Damage (per Hit): Low
Accuracy: High
Ideal Range Short - Medium
Rate of Fire: High
Reload Rate: Fast
Reload Time: 1.42s
Max Clip: 8 Rounds
Max Ammo: 800 Rounds
A highly accurate and reliable handgun, the Falcon 2 is the most used weapon of the Carrington Institute. Most field agents are issued one during each mission, and they serve them well to ensure missions are completed - it also serves as a back-up weapon. With a fast reload rate and a pistol-whip secondary fire, it can also be used to knock out enemy targets. The Falcon 2 can also be fitted with a silencer or a scope to enhance its abilities.
The Falcon 2 is a standard-issue pistol that is widely used by many security forces, special agents and military personnel alike. Highly accurate, customizable and easy to use, the Falcon 2 can be fitted with a suppressor or a 2× zoom scope. It is the successor to the Falcon, which was first featured in Perfect Dark Zero. This weapon is Joanna Dark's signature weapon of choice.
The Falcon 2 is one of the most common sidearms found in Perfect Dark. It has average damage and is well-accurate. If an enemy guard has been disarmed, he or she has a chance to draw one of these and continue to fight. Some enemies can pull out more than one, but this rarely happens.
Most of the original promotional pictures for the game showed Joanna wielding dual Falcon 2 (scope)s, which is not normally possible in-game without use of cheats except for the Chicago mission. A few others showed her posing with a SuperDragon.
Trivia
- Joanna's usage of the Falcon 2 and its variants are similar in principle to James Bond's PP7 seen in GoldenEye 007. Ironically, the PP9i is the unmodified version of said weapon and performs identically to the standard Falcon 2.
- Despite being a Carrington Institute weapon, nearly all dataDyne soldiers somehow carry one of these as a backup sidearm. While the Falcon 2 is apparently sold commercially (explaining why some US/NSA soldiers also carry them), it is highly unlikely they would sell weapons to their biggest rival. This can be explained by the fact that firearms are generally sold through vendors, though they can be purchased directly through the manufacturer.
- A model exists for the Falcon 2 using both the silencer and scope at the same time. It can be accessed with a Gameshark code, though it is buggy. Velvet Dark as a Perfect Buddy uses the Falcon 2 as her weapon of choice. The weapon is based on the Colt Double Eagle, a modernized revision of the M1911 family of handguns.
- The first canonical mention of the Falcon 2 is in the novel Second Front. However, it is seen and used several times in Janus' Tears but is not mentioned by name.
- In Second Front, although Chun Fan has managed to get a Falcon 2, the Carrington Institute agents and guards do not seem to have them yet.
- In the original Perfect Dark game, all Falcon 2 pistols come with Laser Aiming Modules. Whether this is a standard feature of the weapon in-universe, or merely the fact of game design is never clarified.
- The Falcon 2 has an 8 round magazine, and is clearly a Colt 1911 clone, which means the gun fires a powerful .45 calibre round. While in real-life this is not a popular round in most military circles due to the widespread adoption of 9mm Parabellum, it is still a highly used defensive round for civilian markets, making the Falcon 2 a legitimate backup weapon or personal-use weapon, hence the drawing of it when enemies lose their primary weapon. Likewise, it explains Joanna's preference for the weapon: special forces still swear by .45 calibre in close quarters, claiming that while 9mm enjoys high speed and a flatter trajectory, .45 is superior in close-quarters stopping power. Despite this, the damage in-game is only average like a 9mm.
Falcon 2 (silencer)
Adding a silencer to the Falcon 2 greatly diminishes the sound it makes when discharging, allowing agents to silently take-out enemies without attracting unwanted attention to themselves.
Falcon 2 (scope)
The scoped version of the Falcon 2 adds a standard scope to the pistol, giving it zoom capabilities. This can increase the accuracy of the user and can also enable distant objects to be targeted accurately.
Laptop Gun
Manufacturer: Carrington Institute
Type: Assault Rifle
Primary Fire: Burst Fire
Secondary Fire: Deploy As Sentry Gun
Damage (per Hit): Low
Accuracy: High
Ideal Range Medium
Rate of Fire: 1000 RPM
Reload Rate: Fast
Reload Time: 2.09s
Max Clip: 50 Rounds
Max Ammo: 800 Rounds
The Laptop Gun is a favorite among CI operatives. When not in use, the Laptop Gun folds up to resemble a laptop PC, allowing it to be carried around enemy bases without attracting attention. For effective disguise, it can open up as a laptop and can boot up to a fixed point before stopping. When unfolded, the gun takes its normal shape and can then be fired. The secondary function converts it into a sentry gun to be placed by the user. The gun will then fire upon any enemy targets that pass by it, making it an effective cover-fire weapon.
The Laptop Gun is a unique sub-machine gun (originally an assault rifle) invented by the Carrington Institute and found in Perfect Dark and Perfect Dark Zero. It is a low-profile weapon that casually appears as a laptop PC until closely examined.
Its average fire rate of 1000 RPM makes it effective at suppressive fire and is faster than most other submachine guns and rifles (except the RC-P120). But it takes quite a few seconds to put away or deploy as a sentry gun due to its slow unfolding time. The more recent models come with a 2x scope, making target acquisition easier.
The secondary mode allows the user to deploy the weapon onto nearly any surface as a sentry gun, which helps lock down important areas. The gun runs on the remaining rounds in the magazine but it can put down a lot of hurt on those who remain in its sights.
The Laptop Gun is a sub machine gun that boasts a 50 round magazine and a dizzying fire rate of 1000RPM (lower than the RC-P120, but higher than the CMP-150 or Callisto NTG). The damage output is the same as other submachine weapons, but can be compensated for by its volume of fire. It is handy for a quick response to threats, and ideally suited for defense-orientated players.
Its secondary firing mode, where the Laptop Gun can be deployed as sentry gun turret, boasts incredible advantages over its regular configuration. It is able to fire upon valid targets from incredible range so long as it has line of sight on the target, and has a good damage output and great accuracy. The sentry gun does tend to sweep the immediate area both when firing at a target and after it kills the target however, which is rather inefficient for ammo consumption.
The limited ammunition available while in sentry mode (which is 1/4 of total reserve) is a reason against using it for long-term defense in most cases, on top of the fact that only one sentry gun may be deployed by a player at a time, with any older turrets self-destructing when a new one is thrown. Also, another issue with the sentry gun mode is that when firing, like other AI turrets, the gun essentially picks one enemy at a time within its firing range as it fires.
The gun is also fragile in sentry mode, requiring only a few bullets to destroy it. The resulting explosion can also hurt you if you stand too close.
Trivia
- When the Laptop Gun is deployed as a sentry gun, it can be reacquired by pressing B for the original N64 version, or double tapping the action button (or single pressing) at the sentry gun's location in Perfect Dark Zero.
- Although the Laptop Gun is a Carrington Institute weapon, it still appears in a secret cache in dataDyne Central: Defection (Perfect Dark) and is used by the Trinity soldiers, who are associated with dataDyne (Perfect Dark Zero).
- Simulants tend to activate the secondary function of the Laptop Gun when they run out of ammo. This is perhaps due to an oversight by developers who used the same scripting functions for when they run out of ammo for the Dragon.
- Bots in the Combat Arena also activate the Laptop Gun's sentry gun mode at random.
- Throwing the Laptop Gun into a sentry gun and collecting a flag and dropping the flag will cause the player's character to appear as though they still have the gun, except it is now invisible.
- The Laptop Gun in Perfect Dark was originally called, less specifically, the PC Gun. This name is still used in its in-game description.
- In cutscenes where enemy characters appear (Air Base: Espionage, Carrington Institute: Defense, etc.) the laptop sentry can be deployed before the cut-scene starts; if done properly, the sentry will open fire on the enemy character, though they will take no damage. This same effect can also be seen with the Institute's autoguns in Carrington Institute: Defense onto the Skedar. A cheat exists to allow the Sentry Gun to have infinite ammo, making it become able to defend areas indefinitely.
- Through the use of a GameShark code, the Laptop sentry gun's appearance can be modified to resemble other various sentry guns found in the game.
AR34
Manufacturer: Carrington Institute
Model: FAMAS
Type: Assault Rifle
Primary Fire: Burst Fire
Secondary Fire: Use Scope
Damage (per Hit): Medium
Accuracy: Low
Ideal Range Short - Medium
Rate of Fire: 750 RPM
Reload Rate: Fast
Reload Time: 2.19s
Max Clip: 30 Rounds
Max Ammo: 400 Rounds
The AR34 is another CI favorite. Despite the gun's short length, it can still pack a punch. Zoom capabilities enhance targeting and allow far-off targets to be fired upon accurately. The fast rate of fire makes it an effective corrider-clearer and the secondary fire allows the user to move around while zoomed in. The AR34 is a fairly standard assault rifle that appears in Perfect Dark, manufactured by the Carrington Institute as their first attempt at a support weapon.
It has a reasonably-sized magazine and is equipped with a 3x scope. However, it is not very accurate beyond medium distances. The secondary function simply causes the weapon to always be zoomed in, even when not using the manual aim mode. Crouching will greatly improve the shooter's accuracy with the AR34, as the bullet dispersion cone is significantly reduced in that position.
Trivia
- This weapon is very likely to be a successor to the AR33 Assault Rifle from GoldenEye, given that the names only being one number away from each other.
- The AR34 is only slightly less powerful than the K7 Avenger, but stronger than the Dragon.
- In a pre-release screenshot of Perfect Dark, Joanna could be seen dual wielding the AR34, meaning that either Rare originally intended the AR34 to be dual wielded, or that nearly all weapons could be dual wielded, like in GoldenEye 007. It is possible to make this happen using Gameshark codes.
RC-P120
Primary Fire: Rapid Fire
Secondary Fire: Cloak
Reload Rate: Medium
Reload Time: 2.77s
Max Clip: 120 Rounds
Max Ammo: 700 Rounds
The RC-P120 is a devastating weapon and is extremely effective when many enemies are around. The rifle has a 120 round clip, allowing it to fire continuously to clear enemy barracks. The only disadvantage is that it cannot zoom in on targets. The secondary function cloaks the user and hides them from enemies, allowing an agent to slip by unnoticed, but while the cloaking is active, the ammo of the gun is drained at a fast rate, so only use it if you absolutely need to.
The RC-P120 is an experimental sub-machine gun developed by the Carrington Institute in early-mid 2023. The RC-P120 is a formidable weapon in skilled hands, and with its massive magazine, good accuracy, and staggering rate of fire, it is one of the strongest automatic weapons in Perfect Dark.
Packing a 120 round magazine and a very high rate of fire at 1100 rounds per minute, the RC-P120 outperforms most other automatic weapons in the game. The gun's damage is the same as the CMP-150, but its high accuracy profile along with its blistering rate of fire and huge magazine can make short work of most foes, even against shielded enemies and the Skedar.
The gun also packs a handy secondary mode; a built-in Cloaking Device. However, the gun consumes ammunition very quickly from its magazine to power the cloak, in the same speed as its fire rate, and will continually draw from it as long as the cloak is active and the ammunition supply can hold out. Reloading the gun before or after the cloak has consumed the magazine will not cause the cloak to deactivate, but the cloak can be interrupted at any time by firing the gun. The cloak will in turn reactivate after attacks have ceased for a brief period. Needless to say, frequent reloading is to be expected and high ammunition reserve is recommended as the gun can consume its entire magazine within seconds with or without sustained fire.
Trivia
- In-game, the manufacturer is listed as Chesluk Industries, despite the fact that Foster had been working on it and the description mentions it being made by Carrington Institute, intended as its secret weapon.
· However, even if the weapon was manufactured by Chesluk, it is possible that Foster was "fixing" it up for the agents, such as the cloaking device in the weapon. Chesluk Industries (CI) may also be considered a working front for the Carrington Institute (CI) or may have lended the original design for the Institute to modify for its operations. - The RC-P120 is loosely based on the FN P90 (the name is a reference to the RC-P90 in GoldenEye 007 and the later RCP-90 featured in Perfect Dark Zero, which are more direct copies of the P90; it is present as a classic weapon in Perfect Dark as the RC-P45). Unlike the P90, the magazine for the RC-P120 does not feed from the top; there is a magazine well in the receiver, behind the fire controls, like a conventional bullpup weapon.
- The RC-P120 shares the same firing sound as the ZZT (9mm).
- Compared to the K7 Avenger, while the RC-P120 outperforms it in rate of fire and especially the magazine capacity, the rifle, under the Unlimited Ammo No Reloads cheat, can kill shielded enemies/Skedar slightly faster than the RC-P120, due to the weapon's higher damage output.
Laser
Manufacturer: Carrington Institute
Type: Wrist-Mounted Laser
Primary Fire: Pulse Fire
Secondary Fire: Short Range Stream
Damage (per Hit): Low
Accuracy: High
Ideal Range Point blank - Medium
Rate of Fire: Low (Primary) - Very High (Secondary)
Reload Rate: n/a
Reload Time: n/a
Max Clip: n/a
Max Ammo: n/a
The Laser is an experimental weapon designed by CI. It has unlimited ammo and is strapped onto the users wrist. The laser fires pulse shots that are effective against enemy targets, while the secondary fire shoots a short continuous laser beam that can be used to charge through enemy lines.
The Laser is a wrist-mounted energy weapon in Perfect Dark with infinite ammo. The primary mode accurately fires a single pulse at the enemy with similar damage to the Falcon 2. Although the Laser does not use ammo, it is an unreliable weapon for intense firefights due to its low rate of fire which is inferior to many of the game's weapons.
The secondary mode fires a continuous short range beam that does very little damage per "hit" but "hits" about 33 times a second which can do significant damage if the enemy is kept within reach. Also, despite its weakness, a "hit" to the head from this will kill enemies instantly in single player, unless their health has been increased a lot in Perfect Dark mode.
Trivia
- A FistSim fires his so-called "short-range laser" at the player.
- In Combat Simulator game-modes, in the hands of FistSims, even if they use the secondary function for the "close-range beam", their lasers can actually hit their target from well beyond said close range. It may flicker from a distance and look like it is not hitting you but you will take damage upon being close enough to the beam.
- Also it is one of the excuses for FistSims to actually use weapons, the other being the Combat Knife.
dataDyne Corporation
- CMP150
- DY357 Magnum
- DY357-LX
- Shotgun
- K7 Avenger
- Dragon
- Super Dragon
- Rocket Launcher
- Devastator
- Psychosis Gun
CMP150
Manufacturer: dataDyne
Model: Steyr TMP
Type: Submachine Gun
Primary Fire: Rapid Fire
Secondary Fire: Follow Lock-On
Damage (per Hit): Low
Accuracy: High
Ideal Range Medium
Rate of Fire: 900 RPM
Reload Rate: Fast
Reload Time: 2.12s
Max Clip: 32 Rounds
Max Ammo: 800 Rounds
The CMP150 is the standard issue weapon of the dataDyne Corporation. it is large clip and fast fire-rate makes it a favorite among the dataDyne ranks. It is a highly accurate and effective sub-machine gun, and its secondary function allows the user to lock-on to moving targets, increasing fire accuracy. The dataDyne CMP-150, often abbreviated "CMP," is a submachine gun produced by the dataDyne Corporation, and sees widespread usage by its combat personnel. It is a classic by weapon standards, and has been used by other organizations since its adoption prior to 2020.
The CMP-150 is a fully-automatic, magazine-fed, dual-wieldable submachine gun. The magazine holds 32 rounds, although earlier versions held only 24 rounds. It has a fast rate of fire of 900 rounds per minute. The CMP-150 is the top selling weapon of dataDyne, a position it has held since 2021. The Lock-On feature that some models provide appeal to the more inexperienced personnel. The hologram featured on certain models also increases its usability. In Perfect Dark: Second Front, the battery life of the hologram was limited due to the constraints it put on the power.
Usage
The weapon is standard issue of the dataDyne security forces, including the ones stationed on the Trinity Research Platform. Members of the security forces of the G5 Corporation in Chicago also used the weapon. Joanna Dark used the weapon during her extraction of Benjamin Able, and her escape from dataDyne security forces in Second Front. The hologram feature on the weapon aided greatly when she used it.
The CMP-150 is one of the selectable starting weapons in the Onslaught mode of Perfect Dark Zero. The high rate of fire and incredibly accuracy of the weapon has led to a high usage among players in the game's Dark Ops mode. Its efficiency is increased when wielded in pairs.
Advantages
The CMP is a fully automatic SMG with a very fast rate of fire, making it an excellent suppressive fire weapon. It is lightweight enough to be used with one hand, making it a solid part of any dual wielding combination. The weapon has a high accuracy profile without much recoil, and some models possess a Follow Lock-On feature, which will track any target and follow it no matter how far it may stray from the crosshairs. Alternatively, some models possess the technology to create holographic projections, creating a replica of the user. This replica is capable of mimicking the movement and appearance of the user, and can be used to draw enemy fire.
Disadvantages
While the fast rate of fire can be looked at as an advantage, the CMP burns through ammo rather quickly, and it is relatively lengthy reload time discourages prolonged fire. The individual rounds also do not do much damage, and have little effect on armored foes. Furthermore, the hologram feature will slow the user down to a walking speed when in use, and while it does not reduce the accuracy of the weapon, it becomes much harder to aim while using the hologram projector.
Trivia
- The CMP-150 is based on the Steyr TMP submachine gun.
- The weapon is noted for its eerily quiet sound when fired, despite not being fitted with a visible silencer.
- In Perfect Dark and Perfect Dark Zero, when reloading, the player appears to pull back a charging handle when the gun does not have one.
- In game, the CMP-150 is shown as CMP150.
DY357 Magnum
Manufacturer: dataDyne
Model: Colt Python
Type: Revolver
Primary Fire: Single Shot
Secondary Fire: Pistol Whip
Damage (per Hit): High
Accuracy: Medium - High
Ideal Range Medium
Rate of Fire: Low
Reload Rate: Medium
Reload Time: 3.06s
Max Clip: 6 Rounds
Max Ammo: 200 Rounds
The classic Magnum Revolver has not changed much over time. it is fire can knock an enemy a few feet back, but it has a small clip and slow reload rate. Accuracy is high and it can also fire through solid doors. The secondary function is a pistol-whip, acting as a close-quarter combat fire mode. The Magnum is Jonathan's weapon of choice. The DY357 Magnum is a .357 caliber revolver produced by the dataDyne Corporation. It is a privileged and high-powered sidearm of several organizations and is the preferred weapon of both Jonathan Steinberg and Jack Dark.
Overview
The DY357 is a revolver with a six round cylinder. The hammer action must be manually cocked after every shot (in Perfect Dark Zero). While this is usually quite slow, if the trigger is pulled rapidly, the player will "fan" the hammer rapidly, speeding up the rate of fire. It has a walnut hand grip. Some models featured a decoy shot function, which could throw off adversaries as to the user's location. Several custom models exist, designed specifically for their respective owners. It is also durable and heavy enough to be used as a bludgeoning weapon. Its damage is twice as powerful as the Falcon 2.
dataDyne produced custom models for anyone who wanted to personalize their weapon; Trent Easton is known to carry a unique, powerful gold plated model with a higher muzzle velocity and special bullets, allowing for lethal kills on any part of the body. Jack Dark had a model with a black rubber grip with a custom gold star.
While Jonathan Steinberg did not have his own custom Magnum, he was a large advocate of the DY357 Magnum. Some of the G5 Corporation guards also armed with this weapon. Within Zhang Li's mansion, every member of the response teams used the magnum. Though this does not effect gameplay, Joanna Dark hates the DY357 Magnum - refusing even to use it to qualify with it at the Carrington Institute firing range, because her father had used this weapon. She even views Jonathan in a negative light simply for using the Magnum, believing, "He is trying to compensate for something."
Advantages
The Magnum has excellent stopping power, being capable of penetrating body armor (Perfect Dark Zero), as well as some surfaces, with enough force to knock targets back. With a decent range and accuracy, it can drop a target in just a few shots which is made even easier when the weapon is used in pairs but a single headshot is always fatal.
Disadvantages
Being a revolver, the Magnum's ammo capacity is expectedly, with only 6 shots available to fire before reloading. On top of this, the Magnum is a slow weapon to fire and reload as the hammer must be pulled back before each shot (Perfect Dark Zero). To mitigate this, the hammer can be "fanned" in Perfect Dark Zero to fire in more rapid succession, but accuracy suffers when this technique is performed.
Although the Magnum is one of the strongest handguns, the slow rate of fire and low ammo capacity make it an unsafe weapon to use against enemies with shields, even when dual-wielded. This is not helped by the fact that A.I simulants in Combat Simulator can fire and reload the Magnum much faster than a human player can, giving them an unfair advantage.
Trivia
- This weapon is based on the Colt Python.
- The caliber it fires can be found in it is name (DY357).
- Simulants in the Combat Simulator are able to fire this weapon much faster than the player.
- Bots in the Combat Arena cannot fire the DY357 faster than the player can fire it quickly.
- Despite the description in Perfect Dark claiming it to be the most powerful handgun in the world, the .357 magnum has been surpassed in power by multiple calibers since the 1950's, such as the .44.
DY357-LX
Manufacturer: dataDyne
Model: Custom DY357
Type: Revolver - Golden Gun
Primary Fire: Single Shot
Secondary Fire: Pistol Whip
Damage (per Hit): Instant kill
Accuracy: High
Ideal Range Short - Medium
Rate of Fire: Very Low
Reload Rate: Medium
Reload Time: 3.06s
Max Clip: 6 Rounds
Max Ammo: 200 Rounds
A special enhanced version of the Magnum, the DY357-LX is Trent Easton's personal weapon of choice. Its special design gives it an instant kill fire, while the bullets explode once it strikes a target. This makes it an effective but a rather gory weapon. The DY357-LX is the custom version of the DY357 Magnum produced by dataDyne, designed to be more luxurious, but deadly.
Overview
It is an extremely powerful gold-plated revolver with tiger skin on its grip, and an obvious reference to GoldenEye 007's Golden Gun since it also can kill any enemy with a single shot, making it the most powerful weapon in the game alongside the FarSight XR-20. A rare, exclusive weapon, it was created specifically for Trent Easton. However, two of them were also seen in hands of a guard in the bonus mission Maian SOS; It is unknown whether this is considered canon, or if Rare just wanted to provide a good target for using the Psychosis Gun on. In addition, it is also used by the Perfect Buddy Hotshot. According to the game, Trent Easton was constantly looking for an extra edge, and, as such, the weapon is a specially built DY357 designed to have maximum velocity and has special bullets made to shatter inside targets for lethal effect (dum-dum rounds). Despite this, the DY357-LX shares the same ammunition as the regular DY357 Magnum and it also simply penetrates through enemies and doors. However, its fire rate is slightly slower due to its much greater raw power.
Trivia
- Although unrelated to the DY357-LX itself, Trent Easton carried and dropped a Cougar Magnum from GoldenEye 007 in a pre-release trailer. Joanna is never shown using it in said trailer but a Combat Simulator shot of it in a player's hands does exist. That weapon was replaced with the DY357 Magnum in the final game.
- Similar to the FarSight XR-20, the DY357-LX combines instant kill damage with penetration abilities. Unlike the Maian railgun, however, the golden revolver does not shoot through walls, but compensates with its slightly faster fire rate, can use auto-aim, and is able to be dual-wielded through cheats, making it one of the most overpowered weapons in any First Person Shooter video game.
- The weapon order, color-plating, damage comparison, and shared ammunition of the DY357 Magnum and DY357-LX could possibly be a reference to the Silver PP7 and Gold PP7 seen in GoldenEye 007.
- Coincidentally, the original Golden Gun from Ian Fleming's 1965 James Bond novel (The Man with the Golden Gun) was a gold-plated revolver. It is clear the DY357-LX is based on the book version of Francisco Scaramanga's infamous weapon, although it resembles a .357 Colt Python rather than a Colt. 45.
Shotgun
Manufacturer: dataDyne
Type: Shotgun
Primary Fire: Shotgun Fire
Secondary Fire: Double Blast
Damage (per Hit): Low - High
Accuracy: Low - Medium
Ideal Range Short
Rate of Fire: Very Low
Reload Rate: Slow
Reload Time: 6.50s
Max Clip: 9 Rounds
Max Ammo: 100 Rounds
The Shotgun is a slow and inaccurate weapon, but at close range it can send any target flying. The primary fire shoots a high-impact shrapnel-filled shell which ejects the shards into a target upon impact. The secondary fire blasts two shells instead of one, delivering a massive blow. This gun should only be used as a last resort, as it is extremely inaccurate at long range firing and takes several seconds to reload - leaving you open to enemy fire. Cassandra's personal bodyguards are known to use these often. Keep in mind that you can stop Joanna from reloading the shotgun by pressing Z as she is reloading. The Shotgun is a close-range weapon created by dataDyne, featured in Perfect Dark.
As a shotgun, it is effective only at close ranges. Because each shell must be loaded individually, reload time depends on the number of shells already loaded. The secondary function fires two shells in quick succession, which is very effective if both rounds hit, but can be overkill in most situations, and will burn through ammo faster which, when combined with the slow reload, can cause problems.
K7 Avenger
Manufacturer: dataDyne
Type: Assault Rifle
Primary Fire: Burst Fire
Secondary Fire: Threat Detector
Damage (per Hit): High
Accuracy: Medium
Ideal Range Medium - Long
Rate of Fire: 950 RPM
Reload Rate: Medium
Reload Time: 2.46s
Max Clip: 25 Rounds
Max Ammo: 400 Rounds
An experimental weapon designed by dataDyne, the K7 Avenger is an effective, powerful rifle but is let down by a small clip size. The primary fire has a high fire-rate, but care must be taken as it can only fire for a few seconds before the clip is emptied - there is nothing worse than having to reload with five dataDyne guards firing away at you. The secondary function uses a highly sophisticatd threat detector - it can pinpoint any sentry guns, active mines or proximity Dragons. This can enable the user to remove these threats without sustaining damage. Most of the dataDyne strike forces use this weapon. The K7 Avenger is a powerful assault rifle produced by dataDyne. It is often seen in the hands of NSA bodyguards as well as dataDyne's elite forces.
Overview
It is presumed the technology that the Skedar gave to the corrupt corporation was used in this weapon's creation. A prototype of the K7 is found in dataDyne's underground laboratory mission. Later, the weapon would be fully used by all NSA guards as well as dataDyne troops, the latter most notably on the Crash Site and Carrington Institute Defense levels. Also, like mines, it has the Threat Detector as a Secondary Function. Interestingly, the muzzle flash disappears when this mode is activated; it is not clear if this is a glitch, or whether it is intentionally removed to stop the significant flare concealing any threats that may be highlighted on screen.
The K7 Avenger suffers from having a 25-round magazine which can be depleted within seconds due to the weapon's very fast 950RPM rate of fire, making reloads a frequent annoyance that can be potentially fatal in a heavy firefight. However, the K7 Avenger is shockingly powerful and can take out most enemies with only a few shots.
The downside to the K7 Avenger is that it is utterly devastating if you are on the receiving end, as one well-placed burst from an enemy can kill you immediately on Special and especially Perfect Agent difficulties.
Trivia
- In the XBLA re-release of Perfect Dark, the K7 Avenger's name is printed on the carrying handle of the weapon.
- This weapon is the strongest assault rifle in the game, with damage on-par with the AR53 (GoldenEye 007's AR33).
Dragon
Manufacturer: dataDyne
Model: H&K XM8
Type: Assault Rifle
Primary Fire: Rapid Fire
Secondary Fire: Proximity Self Destruct
Damage (per Hit): Medium
Accuracy: Medium - High
Ideal Range Medium - Long
Rate of Fire: 700 RPM
Reload Rate: Fast
Reload Time: 2.00s
Max Clip: 30 Rounds
Max Ammo: 400 Rounds
The Dragon is another weapon designed by dataDyne, and is widely used within the US military. it is large clip and high fire-rate makes it an effective and reliable rifle. It also has zoom capabilities adding to the gun's abilities. The secondary function allows the user to activate a self-destruct unit in the gun and once the gun is placed somewhere, it will sit there until a target moves within range. If someone comes too close, it will explode, sending any nearby targets flying. The only disadvantage is that it cannot distinguish between enemies and the one who placed the gun - so remember where you placed it.
The Dragon is a fairly basic assault rifle manufactured by the DataDyne Corporation. It is tough, reliable and more than capable of getting the job done. Its secondary function is a high-power proximity charge, placed below the barrel, which should only be used as a last resort since the user has to discard the weapon. It has a 2x scope for engaging distant targets.
A basic assault rifle that has a proximity mine feature under its barrel. The Dragon is an assault rifle with 30 rounds. Its fire rate is moderate and has good accuracy and medium amount of damage. Though strong, only five levels have it, making it a rather rare find. Its secondary fire provides a Proximity Mine feature to set a booby trap - meaning that if a player tries to get one (or step over one), the rifle explodes and can damage its user and teammates too.
Advantages
The Dragon assault rifle can quickly kill an enemy with sustained fire. It is accurate and is useful for all ranges. The secondary function can be used to trick a player into picking up the booby-trapped Dragon as a weapon or for ammo. When a player gets close enough to the Dragon trap, the weapon creates a grenade-sized explosion which may kill players caught in its proximity. A hapless PeaceSim cannot distinguish a booby-trapped Dragon from a regular Dragon dropped by a dead or disarmed player.
Disadvantages
The Dragon has an average magazine size of 30 rounds that empties quickly with its fire rate. It is recommended to burst fire instead of emptying the magazine on full auto. When thrown down to the ground as a proximity self-destruct trap, the Dragon will not distinguish itself between friend and foe. It can kill the player and teammates, and the player will receive a penalty for killing their teammates. Even then, it can be detected by the threat detector function of the K7 Avenger, Timed Mine and the Proximity Mine.
Super Dragon
Manufacturer: dataDyne
Model: H&K XM8
Type: Assault Rifle - Grenade Launcher
Primary Fire: Rapid Fire
Secondary Fire: Grenade Launcher
Damage (per Hit): Medium
Accuracy: High
Ideal Range Long (Primary) - Medium (Secondary)
Rate of Fire: 700 RPM
Reload Rate: Fast
Reload Time: 2.00s
Max Clip: 30/6 Rounds
Max Ammo: 400/40 Rounds
The SuperDragon is an enhanced version of the Dragon, it has the same primary fire but replaces the self-destruct unit with a grenade launcher. The grenades make this an effective weapon, as it can wipe out several enemies who are caught in the explosion. Care must be taken though as if a fired grenade hits a wall, it may bounce back and explode on the user which can be disastrous. The SuperDragon, also known as "S-Dragon," is a dataDyne-produced assault rifle, which has yet to attain popularity with mainstream military forces. Many of these rifles have been seen in the hands of support squadrons and mercenaries.
Overview
Loud, somewhat crude, and powerful, the SuperDragon is favored by many of dataDyne's security forces, though it is also seen in the hands of some guards stationed at Area 51. The SuperDragon has the normal primary function of a Dragon and the secondary function of being a grenade launcher. It is similar to the Devastator, but it shoots grenades faster and the explosions aren't as widespread.
In Perfect Dark Zero, the gun assumes a different appearance and smaller magazine sizes. The SuperDragon has a high rate of fire and a scope with a very strong zoom, as well as bounce grenades, which bounce off ceilings, walls, and vehicles before exploding on the floor or on impact with enemies, and night vision capabilities.
During the events of Perfect Dark Zero, the SuperDragon is primarily favored by dataDyne's elite soldiers and only appears in a few missions. Mai Hem also uses this when confronted in DeathMatch VR. In Perfect Dark, the SuperDragon is no longer in use by dataDyne's elite forces, having been phased out in favor of the new K7 Avenger, but it still sees use among guards stationed at Area 51.
Advantages
In Perfect Dark, the SuperDragon is powerful, accurate, has a good rate of fire and has the ability to zoom in on targets. While the grenade launcher secondary function is similar to the Devastator, it shoots grenades faster, and the explosions from them aren't as large, reducing the risk of damaging the user or its allies.
In Perfect Dark Zero, the SuperDragon is arguably the best assault rifle in the game, thanks to its fast rate of fire, superb accuracy even at long range, powerful damage output, and similarly devastating bounce grenades.
Unlike the FAC-16, the SuperDragon does not need to reload grenades with each shot, instead carrying them in a 6 round magazine. Interestingly enough, all ammo is reloaded when the grenades are reloaded.
The SuperDragon has the best zoom of all non-sniper rifle weapons in the game, alongside the MagSec 4. Even when zoomed in, it still fires in fully automatic mode, meaning the player can take down moving targets more easily, especially Hovercrafts and Dropships. The grenades, just like with the FAC-16's, destroy Jet Packs instantly with one direct blast. Its night vision tertiary function comes in very handy in dark areas like in Outpost Rescue, allowing better sight in dark areas.
Disadvantages
In Perfect Dark, the SuperDragon's zoom is not as high as that of the K7 Avenger or the AR34, with a comparably slower rate of fire between the two assault rifles as well. While this means that it can't engage in long distance gunfights as well as the other two can, the slower rate of fire combined with a slightly smaller zoom means that it can engage targets in medium ranges better, and the slower rate of fire means that the bullet spread can be controlled easier without wasting too many shots.
The SuperDragon's bounce grenades are certainly not to be overestimated, as they bounce off Dropships and Hovercrafts. The FAC-16 is better suited for taking out aerial vehicles with grenades.
Rocket Launcher
Manufacturer: dataDyne
Type: Rocket Launcher
Primary Fire: Rocket Launch
Secondary Fire: Targeted Rocket
Damage (per Hit): Explosive
Accuracy: High
Ideal Range High
Rate of Fire: Low
Reload Rate: Medium
Reload Time: 2.55s
Max Clip: 1 Rocket
Max Ammo: 3 Rockets
The Rocket Launcher is another of dataDyne's weapon designs with an emphasis on pure power. The rockets it fires are enough to destroy a two-pilot gunship, and is devastating on living targets. The weapon can only hold a maximum of four rockets, so it must be used sparingly. The secondary fire allows the launcher to lock-on to enemies so that when a rocket is fired, it will follow the target until it hits it. The downfall is that in secondary mode the rocket travels much slower to be able to follow a target than in primary fire. The Rocket Launcher is an explosive weapon created by DataDyne. Only a prototype of it was created. The primary mode fires a standard rocket which creates a large explosion.
Overview
When using the secondary function, the rocket will follow the opponent slowly. Occasionally the rocket will circle around the individual for a while until the rocket hits the floor and explodes. The weapon shares the same targeting system as the CMP-150. During most of its appearances, it involves assisting Jo to take down aerial foes, such as the Hovercopter, which would take several bullets.
The weapon also makes an appearance in Perfect Dark Zero as a Heavy-classed weapon. It takes on a more authentic look, being welded over the shoulder than by the waist. Due to the nature, the player is slowed while holding it. Unlike its incarnation, this version's missiles travel at a set velocity and cannot be adjusted by one's speed. They hit hard, dealing incredible damage to targets, regardless of armor.
Its secondary option offers the user to control the rocket mid-flight, like the Slayer, including the ability to self detonate but it has a constant speed, unlike its Skedar counterpart. This allows skilled users to shoot down enemy Jet Packs and cause heavy damage to vehicles.
Trivia
- Simulants in the Combat Simulator can switch between modes of the launcher instantly.
- Simulants do not use the Rocket Launcher as a hit-scan weapon, meaning that a Meat-Sim will fire a rocket at you with the same accuracy as a Perfect-Sim.
- The left side handle is the same as the ECM Mine's handle.
- The rocket's speed can be adjusted. The velocity can be sped up by running forward and then firing and vice-versa when backpedaling.
- The weapon's actual rate of fire is quite fast. The only limit holding is its one-shot reload. This is seen when the Unlimited Ammo - No Reloads (UA-NR) Cheat is enabled.
Devastator
Manufacturer: dataDyne
Type: Grenade Launcher
Primary Fire: Grenade Launcher
Secondary Fire: Wall Hugger
Damage (per Hit): Explosive
Accuracy: Low
Ideal Range Medium
Rate of Fire: Low
Reload Rate: Fast
Reload Time: 2.22s
Max Clip: 8 Rounds
Max Ammo: 40 Rounds
The Devastator is a special Grenade-Launcher designed by dataDyne. The grenades it fires are effective corridor-clearers, and the explosions cover a wide range. When a grenade is fired, it follows a parabolic path and lands a short distance from its firing point, so to fire it over a large distance it has to be fired at a high angle to land further away. The secondary fire enables the grenade to attach itself to a solid surface, and will detonate after a few seconds.
The Devastator is a grenade launcher featured in Perfect Dark. The primary mode explodes on impact with the ground or an enemy, but bounces off anything else, similar to the SuperDragon's secondary mode. However, the grenades are more powerful and fire further, and it can carry more. Its secondary mode makes the grenades stick to anything they hit, including enemies. After a couple seconds they then drop off the object and explode upon another impact.
Psychosis Gun
Manufacturer: NSA
Model: Experimental
Type: Experimental
Primary Fire: Infect
Secondary Fire: n/a
Damage (per Hit): None
Accuracy: High
Ideal Range Long
Rate of Fire: Medium
Reload Rate: Fast
Reload Time: 1.88s
Max Clip: 8 Rounds
Max Ammo: 200 Rounds
The Psychosis Gun is a special weapon designed by Trent Easton and is under development at the Area 51 Base. This weapon is much like the Tranquilizer, it has the same shape and fires the same way, but the darts are specially designed not to sedate the target, but to confuse the target's mind into viewing enemies as friends, and friends as enemies, and will result in them firing upon their own comrades. The unethical design of this weapon can only have come from the mind of Easton.
The Psychosis Gun carries 8 rounds in the magazine, and functions much like the Tranquilizer (whose model it shares). Despite this, it is actually impossible to have a full magazine under normal circumstances, as it is the only weapon that is unaffected by the two Unlimited Ammo cheats, and it holds only 4 rounds when used by the All Guns cheat. It is also the only weapon without a secondary function (other than the Classic Weapons from GoldenEye 007), and the only weapon unavailable in Combat Simulator and the Firing Range (for obvious reasons). Shots this weapon fires do no damage whatsoever, but it will still cause an NPC's movement to be altered should you hit them in the limb.
Shooting an enemy with the Psychosis Gun will cause them to essentially "join your team". However, there are very aggressive, and, rather than follow you around, will generally act on their own by seeking out enemies to kill, similar to Perfect Buddies set on Aggressive. If no enemies are nearby, the newly created ally will patiently wait by the player until more enemies are close. This effect can be quite valuable when used on appropriate targets, as there is typically one certain enemy in most missions who possesses unique weapons and is designed as an ideal target for the Psychosis Gun (such as the Shock Trooper with dual Falcon 2 Silenced in the first mission or the Area 51 guard with daul DY357-LXs in Maian SOS). The weapon's utility is presumably why the max number of rounds it will ever hold is 7, even when using the two Unlimited Ammo cheats, although this may also be due to programming limitations.
Despite the in-game description states that "good becomes bad", shooting the Psychosis Gun at an ally or neutral character will not "turn them evil." If anything, it may just break scripted events for them, as it may make them stand still most of the time and do nothing else.
In Perfect Dark Zero, the Psychosis Gun works differently. A psychosis dart will trigger a drug-induced stupor that blurs the target's vision for a limited amount of time. This can be extended further with another psychosis dart. Its secondary fire works exactly the same as the primary fire in Perfect Dark.
Advantages
The Psychosis Gun strangely never causes its user to show up on enemy radar.
Disadvantages
The Psychosis Gun's secondary fire is useless against bots. In the story mode, the secondary fire uses up the whole clip. It also does not do a lot of damage and is not the best choice against a swarm of enemies, especially due to its small clip.
Trivia
- The Psychosis Gun in Perfect Dark has a buggy reload animation, due to the fact that this weapon is not supposed to have enough ammunition to be reloaded.
- If by using Gameshark codes or other third-party methods to make an enemy wield the Psychosis Gun, a psychosis dart has no effect on the player, other than the dizziness the regular Tranquilizer brings.
Maian
Phoenix
Manufacturer: Maian
Type: Semi-Automatic Pistol
Primary Fire: Single Shot
Secondary Fire: Explosive Shells
Damage (per Hit): Light - Heavy
Accuracy: High
Ideal Range Medium
Reload Rate: Fast
Reload Time: 1.98s
Max Clip: 8 Rounds
Max Ammo: 800 Rounds
The Phoenix is the standard sidearm of the Maian Ambassador's Protectors, as well as the vast Maian army. It is a small but effective weapon, using energy orbs as ammo and an extremely alien way of reloading - the orb is held up to the side of the barrel and is sucked into the solid side of the gun. Energy blasts are discharged in primary fire, while explosive shells are fired in secondary mode, giving this gun a heavy fire mode.
The primary function is a standard pistol shot, similar to the Falcon 2. The secondary function, however, fires small explosive rounds that, unsurprisingly, do more damage. Like the Callisto NTG, this is offset by a lower fire rate, and decreased accuracy. An interesting thing about the Phoenix is that it uses Earth-manufactured pistol rounds in its magazine during gameplay when it should only use Maian Energy Orbs. This is due to the program limitations of the game where most weapons use a universal type of ammunition.
The secondary mode is resisted against Skedar warriors and enemies with shields. However, the secondary mode's explosive bullets is treated like an explosion without the heavy damage in other explosive weapons. This means the secondary mode can be used to destroy certain frail walls such as a mine or rocket. For example, if you ran out of explosives to destroy a wall required to continue the mission, this would normally trigger a failed mission; however, the Phoenix explosion will destroy the wall, averting the Fail to Incomplete. Additionally, the explosion property will also trigger explosions of other explosives such as mines and rockets. Should you encounter an enemy that uses those type of weapons, they can be quickly subdued with simply firing the Phoenix explosive shots, allowing their weapons to explode right in their face while saving a lot of ammunition. A perfect example would be the final Skedar Ruins, where later Skedar soldiers and the Skedar Kings carry the Slayer. Killing the Skedar soldiers with this reduce the amount of fear of getting hit by their rockets. Destroying the Skedar King's rockets with this causes them to retreat back to their healing crown to recharge, giving you instant time to destroy the stalagmites in the crown. In multiplayer, if the Phoenix is in your arsenal and you know your opponent or Bots are going to use explosive weapons, simply spamming the shots right when they approach you can lead to their own death. Additionally, if you are suspecting mines or bouncing grenades, the Phoenix can be an alternative to clear out the explosions that could kill you.
Trivia
- The Phoenix Secondary Function and reload is similar to the Ray Gun in Call of Duty: Zombies series, first released in 2008 by developer Treyarch.
- The Secondary Mode is not so effective on Shields.
- The reload sound is a speed up version of the FarSight-XR-20's.
- The Secondary Mode's explosions is treated like an explosion without the heavy damage.
Callisto NTG
Manufacturer: Maian
Type: Sub-Machine Gun
Primary Fire: Rapid Fire
Secondary Fire: High Impact Shells
Damage (per Hit): Varies
Accuracy: High - Medium
Ideal Range Medium
Rate of Fire: 900 RPM
Reload Rate: Medium
Reload Time: 2.51s
Max Clip: 32 Rounds
Max Ammo: 800 Rounds
The Callisto is the Maian army's heavy assault weapon, often used during strikes against the Skedar. It has a high rate of fire and discharges searing laser-bolts, and also has the unique alien-way of reloading. The secondary fire fires out higher impact bolts, but at a slower rate as the heat produced as it discharges is enough to damage the barrel if it is not fired at a slower rate. An effective and reliable weapon, the Callisto can get you out of almost any sort of trouble.
The primary function is Rapid Fire, which is similar to that of the CMP-150. Its secondary function fires more powerful shots that will do more damage and penetrate doors, soft objects and enemies, at the cost of a significantly reduced fire rate and accuracy. A note about the Callisto NTG is that it uses Earth-manufactured SMG rounds when it should only use Maian Energy Orbs. This is due to the program limitations of the game where most weapons use a universal type of ammunition at the cost of inaccuracy in details. It is the only automatic weapon in the game that can penetrate objects.
FarSight XR-20
Manufacturer: Maian
Model: Rail-Gun
Type: Rail-Gun
Primary Fire: Rail-Gun Effect
Secondary Fire: Target Locater
Damage (per Hit): Instant Kill
Accuracy: Very High
Ideal Range Long
Rate of Fire: Very Low
Reload Rate: Medium
Reload Time: 2.51s
Max Clip: 8 Rounds
Max Ammo: 100 Rounds
The FarSight is the most advanced weapon of the game. An extremely effective and reliable gun, it fires out special orbs that can instantly destroy many targets with one shot. Fitted in the gun's barrel is a special targeting scope that gives the user zoom capabilities while using an x-ray mode that allows you to see through solid walls. Once a target is found, the FarSight can destroy any target by firing an orb through any walls or objects that block its path. This makes it an almost unbeatable weapon. The secondary fire will automatically search for a target while zooming and will follow it - the only downfall is that the fire rate is very slow.
The FarSight XR-20, often abbreviated to FarSight, is a deadly Maian rail gun that can fire through any amount of walls or other obstacles. It is considered the most powerful gun in the game, and like the DY357-LX, will kill any enemy with one shot. It is a very rare weapon, as only one level has it available, other than cheats.
Like the Sniper Rifle, the FarSight possesses a long-range scope that is primarily aimed manually, with the C-buttons used to zoom in and out. When aiming, the FarSight possesses an X-Ray sight that allows the user to see through walls. As the FarSight is classified as a rail gun, the shots fired from it are unimpeded by walls, doors and any other types of obstacles, even other players.
The secondary mode actively seeks out and tracks targets while aiming, even if the target is behind a wall or in another part of the map. The FarSight can still see through and shoot through walls in this mode, and the shots will still kill targets instantly. However the tracking is somewhat slow and when a target is located, only the camera locks onto them and not the aiming reticle, meaning that shots will still have to be aimed manually.
When aiming, the FarSight's X-Ray scope completely eliminates the field of peripheral vision, meaning that you are unable to see targets if they are in front of or close to you while you are aiming. Note the fire rate of the FarSight XR-20 is very slow, lower than that of the DY357-LX, making it hazardous to use against multiple enemies.
Trivia
- The Farsight was originally called the "z2020."
- An early trailer for Perfect Dark shows Joanna starting with it in DataDyne Central: Defection, shooting several DataDyne Shock Trooper, and then using its secondary mode to "erase" the computer executive in his office from above. There are also screenshots of it being used in DataDyne Central: Extraction.
- At that point in beta development, it used the same model as the Dragon does in the final version; this was likely a placeholder. It used assault rifle ammo like the Dragon. The z2020 only had an 8 round magazine, but fired as quickly as the Dragon does in its primary mode. Its secondary mode was the Rail-Gun Effect seen in the final version. It did not have a target locator function, but could draw a box around its target like the CMP-150.
- The FarSight is incompatible with auto-aim, presumably for balance reasons. Despite this, the gun has received a cult-following amongst the Perfect Dark community, and is widely considered to be one of the most overpowered weapons in any First-Person Shooter video game.
- On rare occasions, the FarSight XR-20 is capable of shooting through shielded enemies with a single shot, even under 1000% health settings in Perfect Dark Mode. This same devastating ability also applies to the DY357-LX.
- When Elvis wields it in Deep Sea, he shoots the FarSight much faster than the player, in the same way the AI fires handguns.
- Like the Phoenix and Callisto NTG, being a Maian firearm, its ammunition are apparently orbs.
Skedar
Mauler
Manufacturer: Skedar
Type: Heavy Pistol
Primary Fire: Single Shot
Secondary Fire: Charge-Up Shot
Damage (per Hit): Light - Heavy
Accuracy: High
Ideal Range Medium
Rate of Fire: Low - Medium
Reload Rate: Fast
Reload Time: 1.78s
Max Clip: 20 Rounds
Max Ammo: 800 Rounds
The Mauler is the standard Skedar sidearm that is carried by almost all Skedar Warriors. It has a crude design but is an effective weapon, it fires out heavy laser blasts that can take down even a Skedar with only a few shots. The secondary fire charges-up the gun's energy and once fired, it can eliminate any target in one shot. The charge-up function will drain ammo before it fires, so care must be taken to save ammo.
The Mauler in standard mode fires shots with a decent amount of accuracy. The individual rounds fired by the gun have the same damage output as the MagSec 4, although its accuracy is much higher at longer ranges, even when dual-wielded.
As with any pistol, the Mauler will fire continuously as long as the fire button is held down. Firing the Mauler semi-automatically is slightly slower than if you were to fire the Falcon 2 or MagSec 4 the same way, but the rate at which shots are fired during automatic fire is faster. The Mauler also fires faster when automatic fire is used in the XBLA re-release compared to the original N64 version.
The secondary function causes the Mauler to consume up to five individual shots and use a sixth to fire a powerful charged shot. The gun will glow bright red as an indicator of its charge level, and retains the charge so long as the weapon is not switched out or the firing mode is changed. If the firing mode is changed to normal during a charge and does not fire, the Mauler will hold onto its current charge, but the stored power will slowly dissipate and weaken over time.
A single charged shot deals significantly more damage than normal, about three times the power of the DY357 Magnum. However, using this mode too often can cause it to run out of ammo quickly. it is normally overkill to use charged shots against weak or unshielded enemies (especially in Agent). That being said, fully charged shots are actually very handy against the Skedar themselves, due to their bulk and resilience, and in some instances are a necessity in combat scenarios against them. Almost all Skedar carry Maulers (sometimes dual wielding them), but will exclusively use the gun only in its standard firing mode.
Like the Phoenix, even though the Mauler is an alien weapon, it uses Earth-manufactured pistol ammunition, even though it clearly should not, due to all pistols in the game sharing a universal ammo type.
Trivia
- Due to its large magazine size of 20 rounds compared to other pistols, dual-wielding this weapon and obtaining maximum ammunition with it can cause other weapons such as the Phoenix or Falcon 2 to have above-maximum reserve ammunition, causing the reserve bar to glitch and appear empty
- In the ending cutcene to Carrington Institute: Defense, the two Skedar Warriors can be heard firing a Mauler at Joanna, though their shots are incorrectly colored red instead of green.
Reaper
Manufacturer: Skedar
Type: Machine Gun - Melee Weapon
Primary Fire: Reap-age
Secondary Fire: Grinder
Damage (per Hit): Low
Accuracy: Very Low
Ideal Range Short - Medium
Rate of Fire: 1800 RPM
Reload Rate: Slow
Reload Time: 3.47s
Max Clip: 200 Rounds
Max Ammo: 800 Rounds
The Reaper is the most inaccurate and messiest weapon of the game. It has been deisgned for use by large creatures - Skedar Warriors, so humans and Maians will find it difficult to aim the weapon properly. The primary fire will spin the three blades of the weapon and while they are spinning, small lethal shards of metal will fire out at a very high rate, and although it is not an accurate weapon, it is enough to mow down any enemy in front of you. The secondary fire will spin the blades around so that they can be used in close-combat to chop a target to bits.
In the gun's standard firing mode, the Reaper acts in a similar manner to a conventional gatling gun, firing rounds automatically at a gradually increasing rate. Firing at 1800 rounds per minute while at full speed, the Reaper has the highest rate of fire out of any gun in Perfect Dark, but the Cyclone's secondary mode still outclasses it at 2000 rounds per minute.
That being said, the Reaper's greatest flaw is its very poor accuracy (lower than that of the AR34 or Cyclone in it is secondary mode), as the incredibly wide bullet spread means that you are more likely to hit everything else besides your target in a typical combat scenario, because this weapon's recoil is so high, due to the fact it is specifically designed for Skedar use and not for humans. Crouching while firing helps increase the gun's accuracy, but considering that the bullets fired have the same damage profile as the CMP-150, the Reaper is outclassed by every other automatic weapon in the game (except GoldenEye's KL01313). Despite this, the gun's very high fire rate is more than capable of laying down a field of suppressive fire, and is highly effective against groups of unshielded targets.
The Reaper's secondary mode, Grinder, causes the gun's barrels to spin up as if they were firing normally, with the attached barrel blades dealing significant damage to targets within melee range. The mode is effective against human targets, as the damage output is considerably higher than that of standard Unarmed attacks, but the mode deals poor damage against the Skedar themselves. The mode is equally ineffective against shielded enemies.
Despite the way the gun is seemingly used, it is important to note that unlike conventional chain or miniguns, the Reaper CANNOT be prepped for firing in it is secondary mode, then quickly switched to the primary mode to begin firing at full speed.
Trivia
- In the original N64 version of Perfect Dark one can aim the weapon in certain angles to see the face of a Skedar warrior on the display monitor.
- FistSims will only use the secondary function; however, Easy or higher difficulty sims will fire in combat.
- Skedar enemies have no difficulty aiming and firing with this weapon, as the Reaper is designed for them and their great physical strength makes them easily handle the massive recoil.
Slayer
Manufacturer: Skedar
Type: Rocket Launcher
Primary Fire: Rocket Launch
Secondary Fire: Fly-By-Wire Rocket
Damage (per Hit): Explosive
Accuracy: Varies
Ideal Range Varies
Rate of Fire: Low
Reload Rate: Medium
Reload Time: 2.63s
Max Clip: 1 Rocket
Max Ammo: 3 Rockets
The Slayer is a specially designed rocket launcher developed by the Skedar. It has a primary rocket launch function that fires highly exlposive rockets that cover a large range upon impact. The secondary function allows the user to direct the rocket around by using a special radio device on the weapon. Once fired, the user can control the direction of the rocket and can slow it down or detonate it before it hits something. This can allow the user to eliminate any enemy threats without risk of being hit.
The Slayer is the Skedar equivalent of the Rocket Launcher. It is considered to be one of the hardest weapons to find throughout the game, being noted to only appear in few levels in the end of the game. For unknown reasons, the All Guns in Solo cheat will not give the player this weapon for any mission except for ones that contain it.
The Slayer looks less than its human counterpart but uses the same type of ammunition, despite its extraterrestial origin. The weapon can fire normally but careful aiming must be considered for the missiles can alter course during movement by the user and it launches slower than the Rocket Launcher.
The Secondary Mode activates Fly-By-Wire, allowing the user to remotely direct the missile through the air. While hard to steer, the missile's velocity accelerates quickly but holding down the R Button will cause it to decelerate, which is useful for navigating corners.
The missile can be remotely detonated via the press of the firing button, but smashing the missile against a surface or, more preferably, an enemy, will also work.
The Fly-By-Wire's missile range is unlimited, but should it be taken out of the level's boundaries, the screen will go static and control will be lost unless the missile is quickly piloted back into the map. Skilled players can navigate missiles deliberately into out of bound areas to reach enemies, in another area, from a unexpected angle of attack.
Disadvantages
The main issue with the Slayer is that its rockets accelerate slower than that of the dataDyne counterpart, leading to accidental casualties involving running into ones own missiles. While operating the secondary ability, the user is also completely vulnerable to enemy attacks. The screen will still flash red when attacked.
Trivia
- Players playing alone, on Combat Simulator will actually suffer from poison inflicted by thrown Combat Knives by Simulants as long as there are operating the secondary fire option of this weapon.
- Although normally unavailable even with the All Guns cheat enabled, this weapon will still be given to the player in the Attack Ship and Skedar Ruins missions, though it is inaccessible by manually swapping weapons. The player will need to choose it through the pause menu in order to be able to use it.
- Despite normally being available in the WAR! bonus mission, the Slayer is not usable through the All Guns in Solo cheat, and it will strangely not be added to the player's inventory even after obtaining it from the second Skedar King clone if the cheat is active.
- In Combat Simulator, the PerfectSim and DarkSim can use the Fly-By-Wire when wielding the Slayer. When shooting in secondary mode, it will make the Rocket Launcher firing sound and their missiles have different controls than that of the player, as they can completely stop it mid-air when there are no targets for them to look for.
Other
- Unarmed
- Combat Knife
- Crossbow
- Cyclone
- Grenade
- MagSec 4
- Mine (Proximity)
- Mine (Remote)
- Mine (Timed)
- Sniper Rifle
- Tranquilizer
- N-Bomb
Unarmed
Type: Melee
Primary Fire: Punch
Secondary Fire: Disarm
Damage (per Hit): Low
Ideal Range Close
Rate of Fire: Low
Reload Rate: n/a
Reload Time: n/a
Max Clip: n/a
Max Ammo: n/a
Every character can use their fists as a weapon. If you ever run out of ammo, you can charge at enemies and deal away blows that are strong enough to knock them off their feet. If you sneak up on an enemy from behind and punch them, they will go down with one blow. The secondary fire allows you to disarm enemies and render them helpless, although some will still fight back or take out a concealed Falcon 2, so be sure to back away once you steal their weapon.
Everyone, when unarmed, is expected to use their hands in combat. Unarmed Human or Computer players will be certain to use their fists against opponents, in the hopes of punching their targets out or acquiring the opponent's firearm, when there are no other weapons nearby.
When Unarmed, players can perform two separate attacks with their fists, Punch and Disarm. Attacking your foes with Punch does varying amounts of damage depending on the difficulty and handicap, but the damage done is always lower than the majority of the guns availible in the game. Punches that land will also disorientate targets, like the Tranquilizer and the N-Bomb, reducing the target's accuracy and visual clarity. Hitting an enemy in the back will always knock them out with a single hit (with the exception of the Skedar).
Hitting an enemy with Disarm does no damage (though still cause dizziness), but it allows for the player to rob the enemy of whatever weapon or item they are currently carrying, instantly acquiring the weapon/item that was taken. If you are already in possession of the same weapon that was stolen, you are given ammo for said weapon in your inventory instead. Enemy guards disarmed in this manner will either stick their hands up in surrender and plead for their life, fight the player unarmed or sometimes pull out a Falcon 2 instead. Certain enemies throughout the game cannot be disarmed in this manner (such as Cassandra's Bodyguards and the Skedar), and if a disarmed enemy pulls out a Falcon 2, dispite their being a brief moment where you can take it, it generally also cannot be taken with Disarm.
In the Combat Simulator, FistSims will use their fists unless a close-range weapon like the Combat knife or Laser is available, and PeaceSims will primarily use Disarm when in combat. All Simulants will punch targets when they do not have a weapon, and the rate of their punches varies with the difficulty level of the Simulant, with MeatSim being quite slow while PerfectSim or DarkSim being very fast.
As a glitch, when Combat Simulator is played with two or more players, sometimes Simulants will score headshots on human players with punches and sometimes causing them to make gasping sounds. This is the only way Simulants can cause human players to gasp when scoring headshots.
If the Hurricane Fists cheat is enabled, unarmed attacks by the player will be three times faster, similar to that of a highly trained martial artist, making disorienting opponents much easier.
Combat Knife
Manufacturer: dataDyne
Type: Knife
Primary Fire: Knife Slash
Secondary Fire: Throw Poison Knife
Damage (per Hit): Medium
Accuracy: Varies
Ideal Range Point blank - Short
Rate of Fire: Low
Reload Rate: Medium
Reload Time: 1.31s
Max Clip: 1 Knife (per hand)
Max Ammo: 10 Knives
The Combat Knife is the more lethal version of Unarmed. Used much like a hunting knife, slashing the knife around easily takes-out any enemies - especially Skedar Warriors - quickly but not without being rather gory. The secondary function allows you to throw the knife, and it is poison-tipped blade will slowly infect a target once it is struck by the knife. A crude but effective weapon, the Combat Knife is handy when you have no ammo or no guns available.
The primary mode of attack, Knife Slash, is very effective as a close-range melee weapon. Individual slashes deal slightly higher damage than a shot from a Falcon 2, and it will usually take no more than two slashes to down a human enemy. Like with unarmed attacks, a hit from behind will take down any enemy, including Skedar if aimed at the tentacle-like part at the back of the head, in a single slash. Keep in mind however that Knife Slash will KILL enemies, so if your intention is to simply knock them out, then the Knife should not be used as a replacement for unarmed attacks or the Pistol Whip.
The secondary mode allows the player to throw the knife at an enemy. Dispite being somewhat inaccurate and unwieldy, thrown knives deal damage on impact and also poisons the enemy it hits. The poison not only disorients the enemy, much like the Tranquilizer or Crossbow, but will also slowly kill the afflicted target. While not dealing damage in a conventional manner, the poison will kill all afflicted enemies, including Skedar, in about five seconds. A human enemy at full health can survive the impact damage of one thrown knife to the torso, with two typically being enough for a sure kill. A thrown knife to the head is always fatal, and thrown knives can be recovered and reused if they fall on the ground, stick into a wall, or bounce off an enemy's shield.
When fighting against human-controlled players, the poison from thrown knives will deal conventional damage over time, and will not kill after a set time limit. The knives will also still disorient players, and the disorientation carries over into successive spawns should you be killed while under the knife's effects.
Trivia
- Like with the Rocket Launcher, Simulants in the Combat Simulator can instantly switch between the modes of the knife, bypassing the flipping animation.
- Combat Knives are one of the ranged weapons FistSims can use. The other being the Laser.
- A.I. Simulants who uses Secondary Function "Throw Poison Knife" are ineffective to human players who are hit by incoming Poison Knifes. (Only Human vs Human can Poison each other)
Crossbow
Manufacturer: Carrington Institute
Type: Crossbow
Primary Fire: Sedate
Secondary Fire: Instant Kill
Damage (per Hit): Non-Lethal/Lethal
Accuracy: Medium
Ideal Range Short - Medium
Rate of Fire: Low - Medium
Reload Rate: Slow
Reload Time: 4.50s
Max Clip: 5 Bolts
Max Ammo: 69 Bolts
The Crossbow can be used to knock enemies unconscious or to instantly kill them. The primary fire will shoot out a bolt (or arrow) that will sedate any enemy it strikes. The fire rate and reload rate are poor so care must be taken and cover found before enemies start firing while you are trying to reload. The secondary fire will knock enemies dead, and shoots much the same as primary fire.
The primary mode sedates the enemy, and will knock out any human with a single hit. In Combat Simulator, it causes minor damage but major disorientation to the target. This mode has a fast rate of fire.
The secondary mode, will instead kill an enemy in one shot, similar to the FarSight and DY357-LX. The only exception to this is the Skedar with 1000% health in Perfect Dark mode.
The crossbow automatically fires in an arc when used at longer distances, so that it will hit whatever the reticule is pointed at. There is also a delay between firing and the bolt actually hitting, so it is better to use the crossbow at shorter ranges. Like the Shotgun, each bolt must be loaded individually, meaning the reload time depends on how many bolts remain in the crossbow. It also one of the two weapons that are wrist mounted, the other being the Laser.
Cyclone
Manufacturer: Chesluk Industries
Type: Sub-Machine Gun
Primary Fire: Rapid Fire
Secondary Fire: Magazine Discharge
Damage (per Hit): Low
Accuracy: Low - Medium
Ideal Range Short - Medium
Rate of Fire: 900 RPM (Primary) - 2000 RPM (Secondary)
Reload Rate: Medium
Reload Time: 2.40s
Max Clip: 50 Rounds
Max Ammo: 800 Rounds
The Cyclone has been designed not to be accurate, but to have a lot of power, and its 50 round clip certainly tells you that this is one gun you would not want to come up against. The primary fire shoots standard rounds, but is very innaccurate and has no zoom capabilities, so it is better off with closer targets. The secondary fire will discharge the entire clip once you fire, but it empties the clip much faster than the primary fire and is also extremely innaccurate, but it can be devastating at point blank range.
The Cyclone is an SMG that was designed to be inaccurate for suppression fire and for shooting at large groups. However its speedy rate of fire, especially in secondary mode, does wonders at close range. Assuming you can keep a bead on your enemy of course. And while it is inaccurate for precision shooting, it does have a tight pattern - shots fired adhere pretty well to a cone-shaped spread, in contrast to other inaccurate weapons like the Reaper. It is only when Magazine Discharge is used that the Cyclone has a wide cone of shot dispersion.
Trivia
- Despite the description asserting that the magazine discharges in a second, it is actually closer to 2 seconds.
- The Cyclone's unique system of stripping clips to load ammunition into the magazine and the fact that it does not eject any casings during firing would indicate that it may use Caseless ammunition.
- The Secondary mode's discharge is the fastest fire rate in the game, with 2000 RPM, outclassing the Reaper's 1800 and the RC-P120's 1100 RPM.
Grenade
Manufacturer: NSA
Type: Explosive
Primary Fire: 4-Second Fuse
Secondary Fire: Proximity Pinball
Damage (per Hit): High
Accuracy: Varies
Ideal Range Varies
Rate of Fire: Very Low
Reload Rate: Fast
Reload Time: 1.88s
Max Clip: 1 Grenade
Max Ammo: 12 Grenades
The Grenade's design has not changed over time, as it still has the pin activated detonation. The primary fire will throw the grenade and will explode after four seconds, so let go of it quickly or it will explode while you are holding it. The higher you are aiming when you throw one, the further it will fly. The secondary function will cause the grenade to bounce around until it moves near a target and will then explode. Care must be taken as the grenade will bounce around everywhere and can explode if you move too close.
The primary mode of the Grenade uses a four-second fuse, but can be "cooked" by holding down the trigger for a short while. Be careful when doing this as it will detonate in your hand if held for too long, generally causing instant death. The secondary function of the grenade causes it to bounce uncontrollably off surfaces until it comes close enough to a player, and then explodes. This player can often be the one who threw it unless they are careful, so throwing it into a closed room and shutting the door can be a good tactic. Shares its model with the N-Bomb, though colored differently.
MagSec 4
Manufacturer: Chesluk Industries
Model: Auto-9
Type: Pistol
Primary Fire: Single Shot
Secondary Fire: 3-Round Burst
Damage (per Hit): Medium
Accuracy: Low - Medium
Ideal Range Short
Rate of Fire: Medium
Reload Rate: Fast
Reload Time: 1.53s
Max Clip: 9 Rounds
Max Ammo: 800 Rounds
The MagSec is a state-of-the-art military pistol used by many guards surrounding government installations such as Area 51. The primary fire will fire a single shot which is not very accurate, so it can sometimes be difficult to strike far-off targets. The zoom function enhances the weapon and steadies the accuracy a little. The secondary fire will shoot out a burst of three rounds at a time, which can be very effective if a target is right in front of you. Despite its small clip, this gun can be very handy if many enemies are around.
The MagSec 4 is a heavy magazine-fed select-fire pistol. The bullets it fires are charged through an unknown process, and is likely a contributing factor in its high muzzle velocity and range. A thumb activated 2.40x range scope is included standard, and the magazine holds nine rounds. Its secondary mode allows the gun to fire in a powerful 3-round burst mode, which has good stopping power.
The pistol has seen use by the government guards of Area 51, and dataDyne personnel are also occasionally seen using the weapon, including the Zhang Li mansion's security detail. Joanna Dark, who notes her preference for accurate weapons, often opted against the MagSec. Her use of the pistol in Perfect Dark: Initial Vector was due to her faith in her ability to control the weapon's recoil, and in Second Front, she uses it to better portray Mai Hem, who is a notable user of the weapon. Mai Hem is seen using the gun in DeathMatch VR, and later uses it to kill Jack Dark.
This weapon sees exceptional usage in the DarkOps mode of Perfect Dark Zero, as the weapon's rebound fire combined with its good damage rating makes it incredibly useful for defending a position when wielded in pairs. In the box art and most promotional material for Perfect Dark Zero, Joanna is typically seen dual-wielding MagSec 4s, as opposed to the standard P9P she uses regularly.
Advantages
The MagSec has tremendous stopping power, and can deal an impressive amount of damage for a handgun (more so than the Falcon 2). This factor is increased when it is set to burst fire mode, as it can make short work of most unshielded targets. It includes a built-in scope for ranged shooting, and the rebound fire feature that some models possess make it ideal for eliminating targets in hard to reach areas (especially when dual-wielded).
Disadvantages
Even with its scope, the MagSec 4 in Perfect Dark is notable for being inaccurate at longer ranges. When used in three-round burst mode or when fired quickly, the weapon may also be difficult to control, which also negatively affects its accuracy profile. On top of this, while the magazine is larger than that of the Falcon 2, the gun discharges fairly quickly (especially in burst-fire mode), which leads to frequent reloads. Because of its noticeable shot dispersion, the MagSec 4 is not reliable beyond medium range.
Trivia
- The MagSec 4 in Perfect Dark was originally called lees gun (Lee's gun). A lees gun #2 also existed; this may have been related to the MagSec SMG mentioned in the Trivia section.
- It is said to have been produced by Chesluk Industries. In Perfect Dark: Initial Vector, it is manufactured by Global Armaments. In Janus Tears, it is manufactured by dataDyne.
- The MagSec 4s in PD:Zero are made in England (Where we assume Chesluk Industries to be based due to working close with Carrington Institute, and the programmer it was named after was English). This is actually written on the side of the in-game pistol.
- A string exists in Perfect Dark for a MagSec SMG in addition to the pistol.
- This weapon is based on the Beretta M93R-AG Auto9, made famous by the 1987 film Robocop; It is the character's signature weapon of choice.
- The MagSec 4 can occasionally knock killed guards away even further than the DY357 Magnum.
Mine Proximity
Manufacturer: Unknown
Type: Mine
Primary Fire: Proximity Explosive
Secondary Fire: Threat Detector
Damage (per Hit): Explosive
Accuracy: Varies
Ideal Range Varies
Rate of Fire: Low
Reload Rate: n/a
Reload Time: n/a
Max Clip: 1 Mine
Max Ammo: 10 Mines
The Proximity Mine once placed will remain where it is until a target moves too close. If it detects movement nearby it will detonate and is very useful when there are many enemies around. The secondary function also has a threat detector device built in.
The Proximity Mine is an explosive weapon featured in Perfect Dark. It can be attached to just about anything in the game, and will explode when anyone (including the thrower) ventures near, or an object is thrown near it. If stuck to an enemy, its functionality becomes more akin to the Timed Mine, albeit with a shorter fuse. The mines also explode when shot, like other explosive weapons, which can be useful to get them out of the way. The secondary mode is a Threat Detector, much like the K7 Avenger. Mines cannot be thrown in this mode. The mines share their model with the Remote and Timed Mines, though they are all colored differently.
Mine (Remote)
Manufacturer: Unknown
Type: Mine
Primary Fire: Remote Explosive
Secondary Fire: Detonate
Damage (per Hit): Explosive
Accuracy: Varies
Ideal Range Varies
Rate of Fire: Low
Reload Rate: n/a
Reload Time: n/a
Max Clip: 1 Mine
Max Ammo: 10 Mines
The Remote Mine can be placed anywhere and the mines will wait until you detonate them through a special transmitter. The secondary fire is the detonation function, but you can also detonate the mines by pressing A and B together. This weapon can be very useful during a multiplayer game.
The Remote Mines are an explosive weapon that appear in Perfect Dark. The primary mode throws the mine, which will stick to most things, including enemies. Once thrown, the mine can be detonated by either using the secondary mode, shooting the mine, or pressing A + B together, as in Goldeneye. The latter method can be used to easily detonate the mine in midair, which is useful in closer quarters. The mines share their model with the Proximity and Timed Mines
Trivia
The remote mine appears in the Japanese version of Super Smash Bros: Melee as an item (called the Proximity Mine) and a collectible trophy. Due to legal issues on intellectual copyright and licensing during the game's port to the United States, the Proximity Mine item was changed from using the Perfect Dark model to using the Goldeneye model which was also used in the previous Smash Bros. game.
Mine (Timed)
Manufacturer: Unknown
Type: Mine
Primary Fire: Timed Explosive
Secondary Fire: Threat Detector
Damage (per Hit): Explosive
Accuracy: Varies
Ideal Range Varies
Rate of Fire: Varies
Reload Rate: n/a
Reload Time: n/a
Max Clip: 1 Mine
Max Ammo: 10 Mines
The Timed Mine has a timed explosive detonation, and will explode a few seconds after you place it, so you will have to be quick to not get caught in the explosion. The secondary function acts as a threat detector and can identify proxy mines or dragons and sentry guns.
The Timed Mine is an explosive weapon featured in Perfect Dark. The primary fire throws the mine, which will then stick to just about anything it touches, and detonate after four seconds. Like the other mines, it can be attached to an enemy, which will inevitably kill them. The mines can also be shot to detonate them early. The secondary mode is the Threat Detector, much like the K7 Avenger. Mines cannot be thrown in this mode. The mines share models with the Proximity and Remote Mines, though they are all different colors.
Sniper Rifle
Manufacturer: Carrington Institute
Model: WA2000
Type: Sniper Rifle
Primary Fire: Single Shot
Secondary Fire: Crouch
Damage (per Hit): Medium
Accuracy: Very High
Ideal Range Long
Rate of Fire: Very Low
Reload Rate: Fast
Reload Time: 2.12s
Max Clip: 8 Rounds
Max Ammo: 800 Rounds
The Sniper Rifle's abilities speak for themsleves - this weapon can zoom in a long way to easily snipe out any target without them ever knowing what hit them. The fire rate is poor, so this is one weapon that is definitely not designed for close-range combat, but it is effective for sneaking around, as it is fitted with a silencer. The secondary fire causes your character to crouch, so that your aim with the rifle is perfectly steady. Over long distance terrain, this weapon is ideal for cover fire during a co-op game.
The Sniper Rifle is a weapon that appears in Perfect Dark. As its name implies, it is obviously best suited to long range combat with its powerful (1X-30X) zoom and pinpoint accuracy. Unfortunately there are few situations in which this is needed, and an assault rifle is usually just as effective.
It can be used at shorter ranges, though this is generally not the best idea as it has a slow rate of fire and auto-aim does not work with it. If you do not use auto-aim anyway, it can be compared to a slightly more powerful Falcon 2 with a reduced firing rate.
The secondary function enables to user to crouch which allows for more steady aiming as the arms will sway more noticeably while the user is standing which increases the risk of missing a shot. This is required since the usual controls for crouching are instead used to adjust the zoom.
Notes
- Like the Falcon 2, it is not explained how dataDyne came into possession of several of these Carrington Institute weapons, considering the two are bitter rivals. Though it is possible that they were taken from the CI guards at the villa.
- The sniper rifle is called the CI 2010 in the game's manual.
- The sniper rifle is based off of the Walther WA 2000.
Tranquilizer
Manufacturer: NSA
Model: Sedative Injector
Type: Sedate
Primary Fire: Sedate
Secondary Fire: Lethal Injection
Damage (per Hit): Low (Primary) - Fatal (Secondary)
Accuracy: High
Ideal Range Point Blank - Medium
Reload Rate: Fast
Reload Time: 1.88s
Max Clip: 8 Rounds
Max Ammo: 800 Rounds
Another weapon similar to the Crossbow, the Tranquilizer can sedate enemies as well as inject them with a lethal chemical. The primary fire will slowly cause them to become dizzy and eventually faint, and this is one weapon you do not want to be hit by, as if you do, the screen will become fuzzy for a while before the chemical wears off. The secondary fire is designed for close-combat, as it will inject a lethal dose into an enemy but they need to be standing right in front of you, so you may be better off just sedating them.
It has two functions: sedate and lethal injection. Sedate acts like a standard weapon and fires sedative darts at the target, causing little damage, with a lot of sluggishness and disorientation.
As with any weapon causing dizziness, this will carry over to the next respawn in Combat Simulator. In the single player missions, it will knock out any human with 3 darts to any part of the body. The darts appear to be completely ineffective against the Skedar, but this is likely because the Skedar "body" is mostly cybernetic (except for the "tail"). FistSims generally use the Lethal Injection function of the Tranquilizer as a result of their pugilistic tendencies, and can kill multiple enemies very quickly as though the injection from the AI is semi-automatic. Lethal injection uses four rounds to kill the opponent instantly, but it can only be used at very close range.
Combat Simulator
When hit, Sims typically run around in circles in a humorous fashion due to dizziness. As with other weapons, Simulants can switch between firing modes instantly. When Simulants fire the weapon in its secondary mode, it makes the reloading sound effect. They can also rapidly kill multiple targets.
This is one of the weapons that the FistSim uses. However, it will need to close the gap as it uses the close range injection only. All Easy+ non-PeaceSims will use the secondary function if their targets are too close.
N-Bomb
Manufacturer: Unknown
Model: Neutron Bomb
Type: Impact Detonation
Primary Fire: Impact Detonation
Secondary Fire: Proximity Detonation
Damage (per Hit): Low
Accuracy: Varies
Ideal Range Varies
Rate of Fire: Very Low
Reload Rate: n/a
Reload Time: n/a
Max Clip: 1 Bomb
Max Ammo: 12 Boms
The N-Bomb is a new grenade-type weapon developed by dataDyne. The primary fire will cause the bomb to explode upon impact while the secondary fire will cause the bomb to wait until someone comes too close and will then detonate. Once detonated, the bomb will create a large black sphere that will expand and cover a large area. If a target is caught in it, the weapon that they are currently using will fly out of their grasp and they will sustain slow damage to their health, even if they have a shield. It can be useful for disarming a large group of enemies.
The N-Bomb, renamed the N-Grenade in the Xbox Live Arcade version, is a variant of the Grenade. Once thrown, a large black sphere emerges with a recoiling noise, making the surrounding area very dark and difficult to see the blast. Anyone caught in the blast radius will take damage (albeit very slowly), drop all of their weapons and become extremely dizzy. The N-Bomb also ignores shields. The secondary function has the N-Bomb detonating when someone gets too close like the Proximity Mine but causing the effects above. In single-player, the N-Bomb causes non-lethal damage to enemies and friendly NPCs.
Trivia
- The N stands for "Neutron."
- One way to obtain the N-Bomb in G5 Building: Reconnaissance, is to purposely fail. Once entering an area with 2 guards, one will run to an alarm system. You can either allow him to trigger the alarm or do it yourself, either way it is successful. After the alarm goes off, a door to the left of the alarm (That was previously locked) will open, and guards will spill in. These guards will also carry DY357 Magnums. Continue up the stairs until you come to a red lit room, in which you will find a box which is the N-Bomb. This is very dangerous, and many guards attack. If you kill as many guards as you can, your final kill amount will be 71.