GoldenEye 007/Weapons

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Ratings are from 1 to 5 (5 being the best)

Pistols[edit]

PP7[edit]

  • Power: 10
  • Time between shots: 3
  • Frequency: 2
  • Magazine: 7 bullets

You start with this weapon in later missions. Once you gain better weapons, there's no need to use this.

Silenced PP7[edit]

  • Power: 10
  • Time between shots: 3
  • Frequency: 1
  • Magazine: 7 bullets

May not seem useful by looking at the numbers, but being silent means enemies can hear you when you fire it and civilians won't be hostile either. That's a very useful thing, considering that this game is not just kill everything onsite.

DD44 Dostovei[edit]

  • Power: 10
  • Time between shots: 2
  • Frequency: 3
  • Magazine: 8 bullets

The weapon has 1 more ammo reserve than the PP7 and same basic damage. The biggest drawback is that it is loud. The only benefit with this over the PP7 is that you can dual wield these.

Cougar Magnum[edit]

  • Power: 20
  • Time between shots: 1
  • Frequency: 1
  • Magazine: 6 bullets

Natalya uses this weapon during single-player; you can use it in single-player when Natalya is down, but this also means failing the missing in the process. In multiplayer, using the piercing function is a good way to defeat opponents before they are able to open the door; however, weapons like the Assault Rifle or RCP-90 can also pierce.

Silver PP7[edit]

  • Power: 20
  • Time between shots: 3
  • Frequency: 3
  • Magazine: 7 bullets

This gun functions just like your standard PP7, but with the same killing power as the cougar magnum (Shoots through doors, etc). Only available on single player and by using cheats.

Gold PP7[edit]

  • Power: 1000/Auto Kill
  • Time between shots: 3
  • Frequency: 3
  • Magazine: 7 bullets

This gun functions just like your standard PP7, but with the same killing power as the Golden Gun (one shot anywhere will kill the person or destroy the object). Only available on single player and by using cheats.

Golden Gun[edit]

  • Power: 1000/Auto Kill
  • Time between shots: instant reload
  • Frequency: N/A
  • Magazine: 1 bullet

Scaramanga's fabled weapon, the Golden Gun's bullets will any person or destroy any destroy-able object with one hit. There are a few things to bear in mind when using it, though. With a magazine of 1, you will constantly need to reload per shot. As such, you need to be careful when dealing with groups. And, just like with the Gold PP7, a shot to an enemy's gun will not kill him. For the sake of the mission, you will be using this weapon entirely due to Baron Samedi's very high health. In multiplayer, minimize missing shots as missing shots leave you very vulernable.

Automatics[edit]

KF7 Soviet[edit]

  • Power: 10
  • Time between shots: 4
  • Frequency: 5
  • Magazine: 30 bullets
  • Zoom-in

The basic rifle throughout most of the beginnings of the game. Zoom-in provides very high accuracy along with ammo conservation and less noise generated. Learn to use it sooner.

Klobb[edit]

  • Power: 6
  • Time between shots: 1
  • Frequency: 3
  • Magazine: 20 bullets

The worst weapon in the game. Not worth using at all, even when dual-wielded. Loud, does the least amount of damage, and highly inaccurate. If you want to use basic bullet ammo, stick with the PP7 instead.

D5K Deutsche[edit]

  • Power: 10
  • Time between shots: 3
  • Frequency: 2
  • Magazine: 30 bullets

Available in missions that don't have the level's main rifle, except for Facility (at almost end of level) and Depot (KF7 Soviet has no ammo). It does not have a zoom function, but it is all you got for these specific missions. Various missions allow you to dual-wield them, which is nice.

Silenced D5K Deutsche[edit]

  • Power: 10
  • Time between shots: 3
  • Frequency: 2
  • Magazine: 30 bullets

Available only in Frigate. Due to the stealthy nature, this is the only weapon you'll be using throughout the mission.

Phantom[edit]

  • Power: 14
  • Time between shots: 3
  • Frequency: 1
  • Magazine: 50 bullets

Available only in Frigate. A very powerful weapon at that point in the game, but placed in a mission where stealth is very important, so using this entirely means hostages are killed, thus failing the mission. It isn't even in multiplayer!

ZMG 9mm[edit]

  • Power: 10
  • Time between shots: 2
  • Frequency: 3
  • Magazine: 32 bullets

The ZMG is not all that different from the D5K, in terms of both stats and appearance. It lacks a silenced version, but it is overall more effective in dealing with foes because of its higher power. Dual-wielding this weapon would be a very good idea, but even on its own it's still quite strong.

US AR33[edit]

  • Power: 14
  • Time between shots: 4
  • Frequency: 2
  • Magazine: 30 bullets
  • Shoots through doors
  • Zoom-in

The KF7 Soviet on Steroids. After you complete the Russian missions, you get this bad boy. It fires powerful rounds that can even punch through doors (and multiple foes), it has a good magazine size, and it has a scope to enable high accuracy. Common in the later missions, but one of the most important weapons. Unlike the KF7 Soviet, there are 2 levels where you can dual-wield this.

RC-P90[edit]

  • Power: 18
  • Time between shots: 5
  • Frequency: 1
  • Magazine: 80 bullets

Extremely powerful and rare to obtain. For weapons that use pistol bullets, this is the best. The only thing to be careful with is how much ammo this will guzzle, especially in levels where you can dual-wield these.

Explosive weapons[edit]

Grenade Launcher[edit]

  • Power: 50
  • Frequency: 2
  • Magazine: 6 rounds
  • Range: 3

Simply put, this launches grenades. They fire in an arc and they explode upon contact with the floor - they ricochet off walls and ceilings. A very powerful weapon, but you should master the trajectory of the grenades before you use it for real, lest you blow yourself up or objectives.

Rocket Launcher[edit]

  • Power: 50
  • Frequency: 2
  • Magazine: 1 round
  • Range: 4

The Rocket Launcher fires rockets in a straight line towards its target. Obviously it will explode on contact with whatever it hits, resulting in carnage. To hit enemies that aren't standing near walls, however, you will have to aim at the floor so the explosive detonates near them; otherwise it will just launch right past them. You should use this sparingly, as you can only have three rockets in reserve. Like other explosive weapons, watch out for civilians and objectives.

Grenade[edit]

  • Power: 50
  • Frequency: 3
  • Range: 2

Pressing down the fire button pulls the pin out, releasing throws the grenade. This means it is possible to hold down the fire button and keep the grenade in your hand for a little while so that when you throw it, it doesn't have that annoying pause before it explodes. Don't hold it with the pin out too long, though.

Mines[edit]

All mines are instantly detonated upon being hit by bullets. Treat them with respect.

Timed[edit]

Throw it on something, and in five seconds it blows up. Use these when it's the only explosive weapon you have.

Proximity[edit]

Throw it at something, and when an enemy walks by it'll explode, destroying all within the blast range. Use these when you're being pursued by an enemy.

Remote[edit]

Throw mine at a surface. Switch weapons once so that where your weapon should be, you see Bond with his finger near a button on his watch. Push Z button and Bond will push the watch button, setting off the mine. Alternatively, throw a mine then press A button and B button together to set off the mine without switching to the watch.

Use this when you need to use an explosive weapon that blows up exactly when you want it to. It's also good for destroying multiple targets without being noticed immediately. Set a mine on target A, another on B, etc. and you can blow them all up at the same time, so that there's no noise made while you're setting the bombs (i.e. no bombs going off when you're trying to place other bombs).

Other weapons[edit]

Sniper Rifle[edit]

  • Power: 10
  • Time between shots: 16
  • Frequency: 1
  • Magazine: 8

This is the best ranged weapon in the game. Press L button or R button, and you zoom in farther than any other weapon. Press Up c and you can zoom in a bit more. Also initiates a glitch in some levels. This is the perfect gun for headshots in single player and most appreciably in multiplayer.

Throwing Knife[edit]

This weapon may be the most awkward to use but if you have nothing else it can save your life (bunker 2). Use a cheat code, or the magnet watch to obtain this weapon. You have to stop and aim or there's a good chance of missing with this short range weapon. If you get a body or head shot this weapon, it does deliver a fatal blow.

Hunting Knife[edit]

This is really nothing more than an upgraded melee attack, which you shouldn't be using anyway unless forced to. Note that you can only get these using cheats anyway, which renders them useless in the grand scheme of things.

Automatic Shotgun[edit]

  • Power: 6 x 5
  • Time between shots: 1
  • Frequency: 1
  • Magazine: 5 Shells

Available only in Statue. Because the shots hit simultaneously, it treats it as 5 bullets hit at the same time. Does great amount of damage, but short-lived.

Gadgets[edit]

Wrist watch to set off the bomb use it where ever whenever always