PD Weapons FAQ by Hu Man Bing Version 3.00 24/i/02 Version 2.01 28/i/01 Version 2.00 21/xi/00 Version 1.02 21/x/00 Version 1.01 26/ix/00 This document will be divided into the following sections: P. Updates history 1. Weapon Statistics - damage, accuracy, rates of fire, and ammunition types. 2. Methodology - how I arrived at these findings, exceptions 1, 2, 3, 4. 3. Authorial Notes - quirks, Shotgun tutorial, SSPChallenge, thanks, copyright, improvements, about me, quotes, other. For the most part, this FAQ will be straight faced and sensible. There will be occasional lapses, though. ========================= Preface - Version Updates ========================= Version 3.00 24/i/02: Another year, another update. Added weapon information for medium range correction. Version 2.01 28/i/01: Added URL for design of clip-loading, fully-automatic, double-barrelled Shotgun under "links" section. Version 2.00 21/xi/00: Eagle-eyed PD player AstroBlue (who has written an FAQ on the character healths, etc) has pointed out to me the exaggerated health levels of the guards on Pelagic II. Therefore, I have gone back to readjust every single weapon's damage stats - they now register as absolutes, not merely relatives. Many thanks to AstroBlue for his correction. I have also added a Shotgun Tutorial, a Shotgun Single Player Challenge, and a few other miscellaneous bits of my Shotgun inclinations. Version 1.02 21/x/00: GameFAQs posted my FAQ. I am happy - the webmaster does, indeed, "rule". Also made a few typographical corrections. Version 1.01 26/ix/00: Sorted out a few grammatical errors. Also added slight rant at end of Farsight description. Clarified terms of usage and copyright permissions. Entire document HTMLized on my personal webpage (http://www.enixine.dabsol.co.uk/PDFAQ.html). Version 1.00 19/ix/00: Wrote document in .txt format and submitted it to GameFAQs.com. As yet unposted. ============================ Part One - Weapon Statistics ============================ Weapon |Mag | Ammo | Dmg | Acc | Scope | Rate|Notes ---------------------------------------------------------------------- Falcon | 8 | Std | 49.9 | 89.2| 2.00 | man | x2 Magsec (single)| 9 | Std | 55.5 | 59.4| 2.40 | man | x2 (3-shot) | 9 | Std | 55.5 | 50.5| 2.40 | semi| x2 Mauler (single)| 20 | Std | 60.4 | 78.5| none | man | x2 (charged) | 20 | Std | 1000? | 100 | none | slow| x2, See (2) Phoenix (shot) | 8 | Std | 54.8 | 87.9| none | man | x2 (explosive) | 8 | Std | 250? | 61.1| none | slow| x2, See (3) DY357 Magnum | 6 | Mag | 97.3p | 100 | none | slow| x2, DY357-LX Magnum| 6 | Mag | 9975?p| 100 | none | slow| x2, See (2) CMP150 | 32 | Med | 50.8 | 53.0| none | 15 | x2 Cyclone (shot) | 50 | Med | 42.7 | 70.3| none | 15 | x2 (empty clip) | 50 | Med | 42.7 | 26.8| none | 33.3| x2 Callisto (norm)| 32 | Med | 59.3 | 46.7| none | 15 | (hi velocity) | 32 | Med | 116.7p| 100 | none | 5.0 | RC-P120 | 120| Med | 59.3 | 64.4| none | 18.6| Laptop Gun | 50 | Med | 57.4 | 68.3| 2.00 | 16.6| Dragon | 30 | Hvy | 53.9 | 67.6| 2.00 | 11.6| K7 Avenger | 25 | Hvy | 74.6 | 63.5| 3.00 | 15.8| AR34 | 30 | Hvy | 68.6 | 50.4| 3.00 | 12.5| S-Dragon (shot)| 30 | Hvy | 59.3 | 70.3| 2.00 | 11.6| (grenade) | 6 | Grn | 3500? | n/a | 2.00 | man | See (3) Sniper Rifle | 8 | Hvy | 59.3 | 90.4| 30.00 | man | Reaper | 200| Rpr | 59.3 | 17.6| none | 30 | Farsight | 8 | Orbs | 9975+p| 100 | yes | slow| See (4) Shotgun | 9 | Shells| 184.3?| 87 | none | slow| See (1) Devastator | 8 | Grn | 3500? | n/a | none | man | See (3) Rocket Launcher| 1 | Rckt | 9625? | n/a | none | sngl| See (3) Crossbow (Kill)| 5 | Bolts| 4988? | 27.3| none | man | See (2) Notes Explained: x2 - Player can carry two of said weapon. See (#) - Unusual weapons are listed in Methodology. ------- Damage: ------- A difficult term to define - originally it equated the percentage of life taken away from the first guard on Pelagic II (Perfect Dark 100% health) with each body shot landed by the weapon. At present, however, I have been made aware that the Pelagic II guard's health is roughly 175% that of the normal guards on earlier levels. The amended table shows approximate damage ratings, scaled up to incorporate this finding. A rating of "p" here indicates that it pierces soft objects and certain doors at least - some weapons can shoot through much more. --------- Accuracy: --------- This number expresses the approximate lethality of a weapon when used at medium range. The percentage is calculated by totalling all the hits scored against a target when aiming for a headshot, and then applying a scaling ratio for hit location. This does not include rate of fire, merely inherent accuracy and relative damage. See Methodology below for more detail on the calculations involved. -------------- Rates of Fire: -------------- These are given in rounds per second, which are scaled down from their rounds per minute values ingame. I am unable to adequately measure the rate of fire of the weapons, since they fire so much quicker than the Goldeneye weapons ever did. I know that it can be done, and done very accurately, with VHS frame-by-frame playback at slow speeds (see credits for further details) but such facilities are beyond me. However, the manual stopwatch and timer method that worked for Goldeneye loses much more accuracy for Perfect Dark since all the weapons empty their magazines so quickly. Thus, the available Rates of Fire above are pulled from the game statistics, although I am doubtful about the authenticity of some of their stats. The description for the Cyclone, for example, states that the secondary fire can empty the magazine in under a second. It then states that the secondary fire rate is "about" 2000 rounds per minute. That figures out at 33.3 rounds per second, which is very considerably less than the magazine capacity. The actual unloading would take just under two seconds to achieve - a fair margin in the world of ballistics. For the Cyclone to actually unload in exactly a second, the gun would have to fire 50 rounds per second (since that is the magazine size) and therefore 50 x 60 rounds per minute, ie 3000 rounds per minute. The quoted value is 50% inaccurate! If there is some subtle nuance of gunnery which I am missing (such as reload times, which may factor in) then I am happy to accept explanations from more experienced gunmen than myself. A rating of "manual" means that the weapon will fire more or less as quickly as the trigger is pulled. "Semi" implies a fast recovery rate, somewhere between an automatic and a manual in speed. The rest should be self explanatory. --------------------- Ammunition Groupings: --------------------- Standard: The player can carry up to 800 of these rounds. They comprise the basic ammunition for handguns, including (strangely enough) both the Maian and Skedar models of light hand weaponry. Perhaps this universality of light weapons ammunition can mean the beginning of a new era of intergalactic cooperation, as Maians, Humans, and Skedar all come to a peaceful agreement on the ammunition with which we kill each other. Sort of thing. Medium: The player can carry up to 800 of these rounds. They comprise the basic ammunition for automatic weapons, including (strangely enough) the Maian Callisto. Human-Maian relations are no doubt undergoing considerable improvement as we amicably work together to ruthlessly eradicate the Skedar for good. Heavy: The player can carry up to 400 of these rounds. They comprise the basic ammunition for rifles and assault rifles. They generally do a bit more damage per shot than the Medium class rounds. Grenades: The player can carry up to 40 of these grenades. They are common design to both the SuperDragon's grenade launcher, and the Devastator. Rockets: The player can carry up to 3 of these rockets. They are common design to both the man-made rocket launcher and the Skedar Slayer, despite the high tech nature of the camera needed for the Skedar missile. The Skedar Kings appear to be able to produce these at will without even needing to use a Slayer. Reaper: The player can carry up to 800 of these rounds. These seem to do damage rather akin to the Medium rounds. The Reaper is the only weapon to use this type of ammunition. Magnum: The player can carry up to 200 of these rounds. These are common to both the Gold Magnum and the normal DY357 Magnum. This is somewhat suspect, given that the Golden Magnum allegedly fires "a fragmenting round" which gives it its lethal nature, but equally probable is the possibility that the author has missed something vital in the storyline. Shells: The player can carry up to 100 shells. These are used only by the Shotgun. They appear to be six-bore, which is roughly twice as powerful as the most powerful Shotgun shell in existence today (which is ten-bore, and requires special training to use). The Shotgun can fire in single or double blasts, despite not actually having more than one barrel, and the inaccuracy increases proportional to distance. The reload is one of the longest in the game. Orbs: The player can carry up to 100 orbs. These are used only by the Farsight, contrary to logical expectations. (The Phoenix has a very similar "eating" reload sequence, but fires Standard rounds.) They are perhaps the most damaging type of ammunition in the game. See Exception #4 below for further details. Bolts: The player can carry up to 69 of these. These are used only by the Crossbow, and oddly enough can be set either to deliver a tranquilizing shot, or a lethal injection without needing to change ammunition types. The carrying capacity seems arbitrary at first sight, although the author has not ruled out the possibility of its having some sort of congressional bonding significance. Involving reciprocal oratory and rousing effects. With literal stimulation. And olfactory amines. Right. That's quite enough of that. ====================== Part Two - Methodology ======================= ------------------------- Accuracy Data Collection: ------------------------- In order to calculate a weapon's inherent accuracy, a target is needed in the solo game that possesses normal body parts (eg head, body, limbs) and most importantly, is stationary, invincible, and unshielded - quite a tall order by anybody's standards. Anybody with any sense would write this endeavor off as a no-hoper, but I believe it stands as a testament to my tenacity, resourcefulness, and sheer New Year's boredom that I actually went forth and found such a target in the solo game. These are the character dummy models of Mr Blonde and the two unevenly-sized DataDyne female guards stored in the corner comms hub room. They cannot be killed, do not move or attack, and best of all - hits scored on them are registered by the game engine upon leaving a level. These provide the ideal target for my experiments, as well as providing great cutscene hilarity when the player shoots large numbers of crossbow darts into their crotches and then completes the level normally. But I digress. First, I set the game to Perfect Agent and turned on the following cheats: Invincibility, Cloaking Device, All Weapons, Unlimited Ammo, and Classic Sight. I then loaded up the third solo level (DataDyne: Extraction) and followed this checklist of actions: 1. Equip night vision, cloak, and wrist laser. 2. Kill all guards on first floor using the wrist laser, ensuring as far as possible that none have a chance to retaliate. If too many are able to retaliate, then step 3. below becomes impossible. 3. Take the first elevator up to the lowest upstairs floor. Follow the corridor around the lift shaft and kill the kneeling guard, still using the wrist laser. 4. Take the kneeling guard's dropped keycard and return to the ground floor. 5. Using the keycard, enter the locked corner room where the communications hub is located. 6. Switch from wrist laser to the weapon to be tested. Take up consistent position in the corner furthest from the doorway. 7. From the corner, face Mr Blonde's back and aim for headshots. 8. Fire weapon repeatedly until enough shots have been scored. 9. Exit game and note hit location results. The actual percentage that appears in the table above is the result of the following calculation: (Head hits x1) + (Body hits x0.5) + (Limb hits x0.25) 100% x ----------------------------------------------------- Number of shots fired The number above indicates roughly the amount of headshot damage the weapon would inflict per shot if used at the precise distance between the corner and Mr Blonde. Should a real life equivalent be required for whatever reason, I estimate that this translates to roundabout five meters' distance. Possible flaws: Upon shooting Mr Blonde in the head, the character dummy responded with a slight jerk of the skull to one side, before returning to its original upright position. Whilst this did not significantly affect the findings for slow-firing weapons, it did affect the findings for weapons of high rates of fire. During the brief time that Mr Blonde's head was displaced, several rounds that would otherwise have hit home flew past and registered as complete misses. I know of no way to correct this error (and indeed it may be useful to incorporate, since all enemies will evince this sort of limb-jerk reaction when shot). The shotgun's accuracy is extremely questionable, probably lying somewhere between a calculation of all the pellets fired and a calculation of number of trigger pulls (see damage calculation below for a more detailed explanation). The wrist laser does not register accuracy hit information at all. ----------------------- Damage Data Collection: ----------------------- First, in order to get these results, a stationary target is needed within the solo game. Multiplayer does not offer a comprehensive breakdown of hit locations, which is vital in calculating the damage caused. I eventually decided that Pelagic II provided the best candidate for this, this being the mechanic standing outside the door to Joanna Dark's starting location on the level. I then enabled the following cheats: Slow-Motion, Invincibility, Cloaking Device, All Weapons, Unlimited Ammo, and Classic Sight. Then I played the level on Perfect Dark difficulty, with enemy life set to 1000%. Just to be sure, I tested out the number of limb hits needed on Perfect Dark enemy health 100%, and compared it to Perfect Dark enemy health 1000%. Happily, I found that exactly ten times the number of limb hits were needed to kill the guard in the latter case than the former. This proves that 1000% does indeed mean "10x normal". You never know with Rare. I also tested out the relationship between limb shots and body shots, and empirically proved this to be 2:1. In other words, if you shoot a person in the limb, you will do half the amount of damage (and need double the number of shots to kill) than if you shoot a person in the chest or body. Head shots, however, were tricky - throughout the single-player mission mode, it appears that the vast majority of all people die with one shot to the head, regardless of life settings. I quickly discovered that this unfortunate door guard was one of them. Even on 1000% health, one shot to the head would incapacitate him and put an end to my experiments. Other guards within the same level also took only one head shot to kill, even on 1000% (the only exception to this rule being the omni-impotent Klobb). In the end, I decided against recording any head shots data, as these do not appear to be consistent as they were in Goldeneye. It would appear that Rare have decided to make headshots lethal for the mission-based AI, regardless of health level. The "Damage Rating" value for the guns essentially indicates the percentage of life that is taken away from the very first guard in the game, on Perfect Dark 100%, per shot from the weapon. This value was calculated using the following formula: 1. Limb shots damage count as 0.5 of body shots [proven] 2. Body shots damage count as 2 of limb shots [proven] 3. Enemy life at PD1000% = Limb shots damage plus Body shots damage, therefore 4. Enemy life at PD100% = (Total damage) divided by 10 [proven] 5. Damage quotient of weapon = 100% divided by scaled damage caused The simplified formula I used was: 1 ÷ (# body hits x 1) + (#limb hits x 0.5) -------------------------------------- 1000%, or "10" This method was fine for determining the damage caused by most weapons, but certain weapons were more problematic. Here I list the weapons that defied normal procedures and required special attention. ------------------------ Exception 1: The Shotgun ------------------------ The problem here is one of accuracy problems, not damage. The guard on 1000% still took multiple rounds to kill, so my above method still applied to this weapon. My personal favorite, this weapon fires six pellets per pull of the trigger. In Goldeneye, the end of level statistics would take each pellet into account, so if you fired even once, your statistics might still register each individual hit: a limb hit, a body hit, a head hit, and two misses, each of which would be indicated separately on the mission debriefing. (For those of you astutely wondering where the sixth shot went, the Goldeneye Shotgun only fired five pellets.) However, in Perfect Dark, the end of level statistics only calculates hits per pull of the trigger. Why they changed this is beyond me, but in the long run it means that I could have missed with five pellets each pull of the trigger, while hitting with the final remaining one, and the game would calculate it as a hit. This would make my results very inaccurate. My solution for this was simply to make sure that every single shot I made against the guard was on target. I aimed for limb shots, and so would crouch side-on around his legs and line up a shot that was simply impossible to miss with. Using this method I ensured, as far as possible, that every pellet fired would land with limb damage. When the testing was over and the guard expired, I would carefully inspect the walls for any pellet marks (I found five) and then use the Wrist Laser (which does not count on the end of level statistics) to shoot the body, an action which clears up the blood on the walls by making more on the ground beneath the guard. (I found another one.) In this particular test, I had only missed with six pellets, but it made the difference of one entire trigger pull's shot. Of course, to minimize inaccuracy, the Shotgun was on single fire mode. The damage caused by a full body shot by the Shotgun is an enormous 184.3% per trigger pull (assuming all six hit on body). This is just under twice the damage of a magnum shot, and makes the Shotgun the most damaging manmade conventional roundfiring weapon in the game. (Only the Golden Magnum and explosives do more damage amongst the human weapons.) However, if only one pellet hits on the body, this damage is divided by a factor of six, resulting in a damage value of a mere 30.8. Paradoxically, this makes the Shotgun simultaneously the most and the least damaging manmade conventional roundfiring weapon in the game per shot. --------------------------------------------------------------------- Exception 2: Mauler (Charged), Golden Magnum, Crossbow (Instant Kill) --------------------------------------------------------------------- This problem was more difficult to solve. These weapons all killed the guard in either one shot (Crossbow, Magnum), or in too few shots to be accurate (Mauler). I needed to find a target that could take more than one shot from them in order to calculate a definitive result. Fortunately, I found one. On Perfect Dark difficulty level, on the WAR! solo mission, each Skedar King is actually able to take a Golden Magnum round to the limb without dying. In fact, they don't even flinch. Thus, it can be safely said that they are The Bees' Knees. (Here can be seen another reason against testing weapons in Multiplayer, wherein the Golden Magnum still kills with one shot even at life 1000%.) To test the weapons' damage as accurately as possible, I only fired one limb shot at the first Skedar King with the weapon. Then I switched to Falcon pistols and fired limb shots until the king died. From this, comparing data against how many Falcon shots are needed to kill him straight off, I could calculate a value for how much damage the weapon did, in terms of Falcon shots. It took 340 Falcon limb shots to kill the Skedar King on PD1000%. I deduced that the Charged Mauler shot did damage equal to 20 Falcon hits, placing its damage value at roundabout 1000%. The Crossbow bolt set to Instant Kill did damage equal to about 100 Falcon hits, placing its damage value at roundabout 5000%. The Golden Magnum did damage equal to 200 Falcon hits, placing its damage value at roundabout 10000%. Thus, just as in Goldeneye before it, Perfect Dark's Golden Gun is not infinitely damaging, although it does destroy things such as the Skedar dropship and the Maian saucer in one shot. -------------------------------------------------------------------- Exception 3: Rocket Launcher, Devastator, Phoenix (Explosive), Mines -------------------------------------------------------------------- These also killed the guard in one detonation, so I decided to try them out against the 1st Skedar King, who survived them easily. These results are more likely to be inaccurate than any others in my findings, since the damage suffered in an explosion is directly proportional to the amount of time spent in it, and there was little I could do to force the King to stay in an explosion if it wasn't so inclined. However, in an effort to minimize inaccuracy, I always detonated the explosive in dead center of the King's body object, or slightly below. Additionally, I always stood directly next to the King so it would not have to move in order to attack me. As long as the King tried to shoot me or claw me, this method would work (it would remain where it was, ie in the center of the explosion). However, one attack it might do is the Skedar charging attack, which would go straight through the player and therefore remove the King from the blast center. I believe that in all of these findings, the King did NOT leave the center of the blast area, but in truth it is not easy to tell. It was rather smoky and visibility conditions were minimal, believe me. Mines did roughly 70 times the damage of a Falcon shot, placing their damage value at about 3500%. Grenades did identical damage. Rockets did roughly 194 times the damage of a Falcon shot, making them only slightly less lethal than a Golden Magnum (although in real life this would translate into a greater effectiveness against structures, etc). Their damage value was roughly 9500%. It is entirely possible that the King shifted position slightly and took slightly less damage. Certainly it seems that an argument placing the Rocket and Golden Magnum round at the same power, might have much to back it up. I was unable to test the power of the Slayer Rocket, since this is only available on certain stages (even with All Guns cheat on). Perhaps a future revision by GameShark owning players can determine once and for all its destructive power. For the moment, it is probably best to assume equal power to the man-made Rocket Launcher. Finally, the Phoenix explosive shells are different in that they actually deal damage location-specifically. Then, extra damage is inflicted depending on time spent in the blast radius. Firing one shot at the body of the Skedar king, I then finished him off with Falcon shots. The end results suggest that a full-on Phoenix blast is roughly equivalent to 5 Falcon shots, with a damage value roundabout 250%. ------------------------- Exception 4: The Farsight ------------------------- This weapon killed the guard, the Maian flying saucer, the Skedar dropship, AND the Skedar Kings in one hit. It didn't matter how high the enemy life was set, one limb hit would kill even the mighty Skedar King. It seems to kill all mortal targets instantly, although it does not seem to go through shields AND flesh in one shot... as with other weapons (even the Golden Magnum), separate shots are required to bring down the shield and then to damage the body behind it. Trent Easton,for example, is immune to this weapon because you cannot shoot through his shield with it. There are no vincible targets to my knowledge that stand up to a Farsight round, except in the empirically meaningless case of shielded enemies. Therefore, the minimum damage that a Farsight round can possibly cause must lie just over 340 times the damage of a Falcon round (or > 9975%). Maximum damage is anybody's guess, and indeed might not even exist - if so, the Farsight truly is an infinitely damaging weapon. Scope wise, too, the Farsight is unusual. It does not possess a scope meter, but it does have a definite limit to its zoom, past which only blank darkness is shown. This may be set at a value, or it may be determined by level construction (for example, you may zoom into the bottom floor of DataDyne HQ even though you actually warp into there). Either way this is inconclusive. Finally - the exact physics of this gun eludes me. If a firearm can kill a person, the primary way in which this is achieved is by causing structural damage to his body (which functions much as a topological bag of water). The Farsight appears to fire through dense wall materials without leaving a mark or otherwise altering its structure, so presumably it should do the same when passing through a human body. How does this alien weapon work? Bear in mind that it also puts out lights and disrupts electrical systems (eg the Skedar Dropship). Diplomatically speaking, how could the humans morally justify joining up with the creators of this infinite-ranged, omni-destructive weapon in the name of "intergalactic peacekeeping"? Would it be more accurate to attribute our allegiances to pure self-preservation? ============================ Part Three - Authorial Notes ============================ -------------------------- Weapon/Aiming Curiosities: -------------------------- 1. If you fire a Falcon so that the magazine is partially empty, then change to another weapon, the Falcon's magazine will be completely replenished when you come back to it. 1a) If you fire a Shotgun so that the magazine is partially empty, then change to another weapon, the Shotgun's magazine will not be completely replenished when you come back to it. 1b) If, however, you fire a Shotgun so that the magazine is partially empty, then change to another weapon, and fire that weapon until it is nearly empty, the Shotgun will have reloaded two shells when you come back to it. 2. If you possess a fixed-scoped weapon such as a SuperDragon or an Avenger in multiplayer, try kneeling down. Then try crouching down. Finally, try lying down. Weird, isn't it? What does Player Two see in her screen when she's watching you? Do you feel silly? 3. Put on Slow-Motion cheat. Then use a scoped weapon to shoot somebody. Can you see your bullet flying in on the target? Looks neat, right? Sadly, it's fake. The shot always hits instantly, regardless of distance or slowdown. Watch the target body part closely and you'll see it recoil even before the visible shot hits. Nice of Rare to put this little fake effect in, though. 4. Try disarming somebody. Then as they are drawing their auxiliary weapon, try disarming them again. Can you do it? Wait until their arms are fully extended. How about now? 5. Play Combat Simulator with DarkSims. Use Magnums, Falcons, Shotguns, or other discretely-firing guns which you're familiar with. Can you shoot as fast as they can? How much slower do you shoot? Go down a step to PerfectSims. Try again. Go down one by one, until you get to MeatSims. Can you shoot a Magnum or a Shotgun as fast as a MeatSim can? Be honest. Can you really? ----------------------------------------- Personal Note: Proper Use of the Shotgun ----------------------------------------- Many people hold the Shotgun to be of inferior utility to the vast array of other firearms on offer. At first glance, this impression is easily supported - it does more than respectable damage, but this only applies to close-range encounters. The spread of the pellets and the lack of a scope makes the Shotgun difficult for use at medium or long ranges. Plus, the Shotgun requires a manual cocking per shot. This means that the rate of fire is very poor compared to automatic weapons such as the rifles and submachine guns. Finally, the Shotgun's reloading animation is quite lengthy, requiring the user to slot each individual cartridge into the breach, and then cock the Shotgun one last time before a shot can be fired off. Whilst all of the above observations are true, they also do not take into account the few but very important game mechanics that make it very powerful. Firstly, the Shotgun is unique amongst the family of conventional roundfiring weapons in that it fires multiple pellets per shot. This has been seen as a great drawback, since it delocalizes the total kinetic energy and reduces the chances of scoring a hit for full damage. However, in single player, it was recently discovered by this author that a single headshot would more or less instantly kill any AI controlled humanoid character. Thus, with the Shotgun, the fact that each pellet does small damage is almost irrelevant -- in effect, your chances of inflicting a headshot are essentially increased sixfold, and just one single headshot is necessary to eliminate a single player AI foe. Hence, when using the Shotgun in single player, it is important to deactivate auto-aim (since that will favor chest shots, which use the "normal" damage system) and moreover, to aim for the head or upper chest per shot. Even one stray pellet will be sufficient to clear the enemy with a headshot, regardless of however many chest shots would normally be required. Using an automatic weapon may require many attempts at adjusting one's aim, and considerable magazine expenditure before a headshot is successfully achieved. The Shotgun eliminates the need for pinpoint accuracy by filling a trajectory with hot lead, hopefully killing whatever stands at the other end of it. This quirk is not effective against the Skedar, since their "instant kill" body locations are not their heads per se. Even so, a double headshot from a Shotgun at close range is usually much more efficient at dispatching a Skedar than equivalent headshots from a pistol or even Callisto. Given that the Skedar's most powerful attack is with their unarmed claws, opportunities for close-quarters combat will crop up much more frequently against Skedar than against humans. Importantly, this particular quirk is not effective against Multiplayer Deathmatch opponents. It appears that the body hit locations of Multiplayer Deathmatch revert back to Goldeneye rules, ie Limb:Body:Head are at 0.5:1.0:2.0 damage respectively. Even so, the AI controlled bots appear to be seriously incapable of using Shotguns properly, with even the vaunted DarkSims frequently missing a target completely at close range, and remaining carelessly in the vicinity of their enemy whilst reloading. Evidently, the programming of the Sims does not take the Shotgun to be a serious weapon, resulting in comfortable Shotgun-only victories by gamers of even moderate skill against DarkSims. If the Deathmatch damage settings are set to one-hit-kills, the Shotgun becomes very dangerous indeed, even at long range, for its ability to cover a large spread with lethal pellets. This has the advantage over explosives in that the pellets travel more or less instantaneously to their target, and can fire through existing explosions without detonating. In the futuristic setting of the game, the Shotgun is a sturdy weapon that has (strangely) undergone few changes since the 1990s. Without the developments that other models of weapon have enjoyed between modern times and future times - such as cartridges in clip-magazines, zoom scopes, or fully automatic firing action - the Shotgun is somewhat cumbersome to use and may be overlooked by many. This may well lead to regrettable circumstances... as evidenced by the feeble performance of the DarkSims. The author is at present working on a preliminary design for a clip-loading, pump-action double barrelled Shotgun. Time permitting, he may also attempt the design specifications of a fully automatic Shotgun, but that will probably require his relocation to an area where Shotgun ownership is legal. Check out the URL of the website that deals with this below, under "Other Info". ------------------------------------ The Shotgun Single Player Challenge: ------------------------------------ The SSP is a very rewarding challenge to play in Goldeneye. The constraints are that the Shotgun must be the only conventional roundfiring weapon used. Explosives, special devices, etc, may be used where necessary, but generally, the Shotgun is the single weapon of choice to be used against standard foes. The author has succeeded in completing every standard Goldeneye mission (thus excluding Aztec and Egypt) firing only the Shotgun and no other standard roundfiring weapon, even on 00 Agent difficulty. The author is also attempting to accomplish the same on Perfect Dark, so far to approximately 60% completion. If nothing else, this proves false the belief that the Shotgun is a weapon incompatible with stealth. Using the Shotgun, the reload times are so long that progressing with extreme caution and tact is the only way to survive. If the player chooses to equip an automatic, clip-loading weapon, gameplay suffers greatly, as nonchalant mid-skirmish reloads are a possibility. However, when playing using the Shotgun, a whole new dimension of stealth, strategy, and careful thinking is required, since its firing rate and reload times are so impractical. This also explains why I am busily working on the design for a clip-loading, pump-action/fully-automatic, double-barrelled Shotgun. Update: I have completed my design for a clip-loading, fully-automatic, double-barrelled Shotgun. See my links section below for the results. ------------------ Thanks and Credits ------------------ This is my first game FAQ and will probably be my only one for a while. I wrote this FAQ because I was very impressed by Amalcon's Goldeneye Weapons FAQ, and wanted to fill the absence of a Perfect Dark FAQ. Credit must go to Amalcon, who was the first person I know to correctly determine the body hit location damage ratios (head 2 body 1 limb 0.5). That method of working out the damage caused is largely unchanged in my FAQ. If such a thing as intellectual property exists, this belongs to him and not me. His weapons FAQ can be found at http://www.gamefaqs.com/console/n64/game/22453.html and his given email is at email@example.com - my thanks to him. Also my apologies to him if he was going to post this up himself...but then again I did give him three months' grace to do it in. Credit must also go to Brandon Craig Rhodes for his high quality and exhaustive online catalogue of Goldeneye weapons. His webpage can be located at http://www.rhodesmill.org/goldeneye and his method for determining rates of fire is almost 100% accurate (but sadly requires a tape counter capable of displaying the NTSC/PAL frame number). If there was one webpage which could have frightened me with its sheer thoroughness, this is it. I must point out the high quality compilation of AI health information collated by AstroBlue (found on the GameFAQs site), which helped me acquire accurate readings for the damage ratings. Thanks be to Nintendo, for they have let there be Console. Thanks be to Rare also, for they have filled the void of Console with the substance of Game. And I looked upon their Game and I saw that it was good. So I bought it. All the information contained here is copyright of Enixine (http://www.enixine.dabsol.co.uk/), with duplication permission granted for GameFAQs.com and RubberChickeN64 (http://www.alfred.atfreeweb.com/). If you find this guide anywhere else, it is probably an outdated version, and it's possible that GameFAQs or I might take action against the poster. You may link to the page that this FAQ is found on, but not to the .txt or .html file itself. Again, there's a convoluted legal reason for this which you don't need to know (partially because I don't). You may not reproduce this FAQ file on webspaces outside of Enixine, RubberChickeN64, or Gamefaqs.com. I can be contacted at MissileGunboat@yahoo.com. Please do not send me spam or abuse. Spam will be blocked, abuse will be ignored. Letters of appreciation would be nice, though unlikely, and even better would be suggestions for improvement. Members of the public and especially RubberChickeN64 are welcome to add to this, provided that I know about each alteration and approve, in advance. © Enixine 2000. ==================== Room For Improvement ==================== ------------- Rates of Fire ------------- Anybody with a video player that shows frame numbers should be able to easily work out the firing rate of guns, to the nearest fraction of a second. I don't have this equipment, so anybody who does is encouraged to take advantage of my deficiency and publish. ----------------- Disabling weapons ----------------- Fists, tranquilizers, nonlethal crossbow bolts - all these run by different rules from the normal guns, and I'm not sure what they might be. If anybody can get their lateral thinking onto these weapons, they'll fill a very substantial gap in this particular FAQ. ------------- Health levels ------------- Update 21xi00: AstroBlue has informed me that he has published a FAQ outlining the relative health levels of the three species, and the different levels of human health in between certain Earth based levels. Great work, AstroBlue! ================== Author Recognition ================== This isn't the legal bit, since that's covered above. This is how to tell if you're multiplaying against me. I'm usually using the character with a TIE fighter pilot's headgear, with DataDyne shock suit. If there's a Shotgun around, I might be using it. I usually refuse to play any game with an RC-P120 in it, and I occasionally change guises to that of Velvet Dark's head on a DataDyne female bodyguard's body to keep my foesies on their toesies. In real life, I'm an oriental ninja type person with a scar under my left eye. My hair can be cropped short or very long. I might be seen with a very young looking oriental girl who likes skipping around making Pikachu noises - that'll be my girlfriend. Or I might be seen with a dozy looking oriental boy who likes sleeping and eating a lot - that'll be my brother. I play with either Autoaim on or Classic Sight on (can't see the PD sight at all). My favored control style is 1.2 and I always have Lookspring off. And I don't like Perfect Dark as much as I liked Goldeneye. Sorry, Rare... ------------------------------------------------------------------- Multiplayer quotes from the mouth of Bing: (sources in parentheses) ------------------------------------------------------------------- "I bet that cleared out the old sinuses" - whenever fatal headshot achieved (Bad Taste) "Horrorshow, baby, horrorshow - yeah!" - whenever things get ultraviolent (Clockwork Orange/Austin Powers) "If you run, you're only going to die tired" - trailing a cowardly foe (Blood2) "I hope you weren't a procrastinator. You just ran out of tomorrows." - showdown (Blood2) "Ooh, suit you sir! Suit you in particular!" - whenever hit by an enemy for nonfatal damage (Fast Show) "Buckwheats. All of you. Misfits. Buckwheats." - buttock shot achieved (Things To Do In Denver When You're Dead) "Hieronymous strikes!" - whenever good shot achieved with Shotgun (from Hieronymous Bosche = Bosh) "Smoke my shells and crap hot lead" - whenever headshot achieved with Shotgun (unrealistic biology: digestion of a Shotgun shell) "Ave Regina" - whenever killed by a female player (lit. "Hail Queen", though people have been known to mishear and complain) "Gentlemen, you can't fight here - this is the War Room!" - whenever caught in a crossfire (Dr Strangelove) "And from the nave to the chops unseamed him thus" - when knife-slash kill achieved (Macbeth, misquoted) ----------- Other Info: ----------- The author maintains a webpage at http://www.enixine.dabsol.co.uk/starwarshaha.html He also contributes to the Enixine (http://www.enixine.dabsol.co.uk) and to RubberChickeN64 (http://www.alfred.atfreeweb.com). Both sites are good fun even for those who don't play Nintendo primarily. Rare's website is http://www.rareware.com. A burgeoning messageboard about Rare can be found at http://www.rarenet.com/ubb-cgi/Ultimate.cgi. I would post links to Shotgun and gunnery sites, but that would probably upset some parents so I won't. They can be found through search engines. I would like to dedicate this FAQ to Ishmael Passionnight for being a fellow smartarse, and to Dirt-man for being a fellow verbal deviant. Also I hope for World Peace, Brotherhood of Nations, and the ownership of a large and powerful Shotgun. I have completed the preliminary designs for a clip-loading, fully-automatic, double-barrelled Shotgun, which can be found at the Enixine's "Reinventing the Wheel" section at http://www.enixine.dabsol.co.uk/Reinvents.html. The use of the integer numeral "69" within this document has been approved by the International Board of GameFAQ Humor. Any innuendo at real persons, living or dead, is purely coincidental. No animals or children were shot at during the compilation of this GameFAQ - only the Skedar King and the door guard. But they were shot more than 7000 times, if that makes you any happier. --------------- Related Topics: --------------- If you liked Perfect Dark, you might find Goldeneye tolerable. Certainly, even though PD aims to supercede Goldeneye's gameplay, I find that the earlier game is still worthwhile and in some places superior to its sister game. The weapons found in Goldeneye are even more satisfying to the firearms enthusiastic, since the game is set in the modern day and the weapons are drawn largely from real-world, modern day weapons. (As opposed to Perfect Dark's at times outlandish selection.) The Geneva Convention has banned Shotguns from use in warfare, though. Perfect Dark has nothing to do with Perfect Blue.