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    Weapons FAQ by Hu Man Bing

    Version: 3.00 | Updated: 01/24/02 | Search Guide | Bookmark Guide

    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 
     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.
     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.
     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 
    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 
    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 
     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 
     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 
     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 
     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 
     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% 
     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 
     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 ryan@xtdl.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 
     © 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 
     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 
     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.

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