The GoldenEye Arms Reference
Weapon Details


Site Navigation
Home Page - Introduction and credits.
Principles - General behavior of firearms and explosives.
Weapon Details - Detailed descriptions of each weapon.
Weapon Comparison - Ranking of weapons by performance metrics.
Multiplayer Modes - Analysis of multiplayer weapon combinations.
Realism - Authentic and inaccurate aspects of gameplay.
Methodology - Techniques used to measure several metrics.

Weapon Summary

Avail.AmmoPerformanceCan
carry
SPMPTypeMaxDamageClipRate/sST
Slap Yes Yes 4.0
Hunting Knife 5.6
Knife Yes Yes 12.0 10
PP7 Yes Yes 9mm round 800 4.0 7 6.0
Dostovei Yes Yes 9mm round 800 4.0 8 5.7
Klobb Yes Yes 9mm round 800 2.4 20 6.5
KF7 Yes Yes rifle round 400 4.0 30 6.3
ZMG Yes Yes 9mm round 800 4.0 32 9.5
Deustche Yes Yes 9mm round 800 4.0 30 6.4
Phantom Yes 9mm round 800 5.6 50 6.3
US AR33 Yes Yes rifle round 400 5.6 30 9.5 Yes
RC-P90 Yes Yes 9mm round 800 7.2 80 9.0 Yes
Shotgun shotgun cartridge 100 8.0 5 1.4
Auto Shot. Yes Yes shotgun cartridge 100 12.0 5 1.4
Sniper Yes Yes rifle round 400 4.0 8 7.6
Magnum Yes magnum bullet 200 8.0 6 1.6 Yes
Golden Gun Yes Yes golden bullet 100 400.0 1
Silver PP7 9mm round 800 8.0 7
Gold PP7 9mm round 800 400.0 7
Laser Yes Yes 8.0 3.4 Yes
Watch Laser Yes 8.0
Grenade Launcher Yes Yes grenade round 12 explodes 6
Rocket Launcher Yes Yes rocket 3 explodes 1
Hand Grenade Yes Yes explodes 12
Timed Mine Yes Yes explodes 10
Proximity Mine Yes Yes explodes 10
Remote Mine Yes Yes explodes 10
Taser 4.0
Tank Yes tank shell 50 explodes 1

SP: whether available in any single player mission. MP: whether available in multiplayer mode. Damage: hit points reduced by single head shot. Clip: number of rounds held in magazine. Rate/s: number of rounds that can be fired per second. ST: whether weapon will shoot through soft targets

Ammunition

9mm round
9mm round
ammunition
The standard 9mm round is employed by all normal pistols and submachine guns, which total more than half of the firearms available in the game. In most of these weapons its potential is 4 damage points, with four exceptions: the Klobb only delivers 2.4 points with each round, the Phantom 5.6, the RC-P90 7.2, and the Golden PP7 inflicts 400 points of damage per round.
rifle round
rifle round
ammunition
Both the KF7 Soviet and the Sniper Rifle deliver 4 points of damage using this munition, while the AR33 inflicts 5.6 points and will also shoot through soft targets. The former thus treat the round like a hollow point, while the latter's effect is similar to a full metal jacket.
shotgun cartridge
shotgun cartridge
ammunition
Each cartridge contains five pellets which spread out as they leave the weapon's barrel. They are most useful for devastating a target at close range - especially when a head shot can be managed - or for doing slight damage to a target at medium or longer distance, where the spread of the pellets increases the chance of a hit but significantly decreases the damage delivered.
magnum bullet
magnum bullet
ammunition
  • 200 extra bullets can be carried
  • Used by Magnum
Each magnum round contains a large load of powder. The extra velocity delivers a substantial 8 points of damage and will shoot through many targets.
golden bullet
golden bullet
ammunition
  • 100 extra bullets can be carried
  • Used by Golden Gun
Golden bullets are fired only by the Golden Gun (and not by the Golden PP7, which uses 9mm ammunition). Each shot will usually kill or destroy its target, though the actual damage delivered is actually finite: four hundred points per head shot.
grenade round
grenade round
ammunition
Grenade rounds are ballistic explosives that will bounce off of walls and ceilings as they loft toward their target; they explode when hitting a floor or, more generally, when the round strikes any horizontal surface while falling.
rocket
rocket
ammunition
Rockets deliver the explosive power of a grenade round, but utilize a propellant to sustain a straight trajectory.
tank shell
tank shell
ammunition
Tank shells are ballistic and explode on contact.

Weapons

Unarmed
Karate
  • Potential damage of 4 points per chop
Bond is trained in Uechi karate (according to a description of his morning exercises in License Renewed by John Gardner) and when `Unarmed' can use his hands to deliver modestly damaging blows to his opponents. A significant advantage of this attack in single player mode is that enemy characters consider it to be silent - making even less noise than a silenced firearm - so it can be employed when opponents need to be dispatched without drawing attention. In multiplayer it is a useful defense for unarmed players in License to Kill.

If the player is carrying a Sniper Rifle, then Unarmed will be implemented as a blow from the butt of the rifle. The difference is merely theatrical, and does no more damage than an attack with the hands.

Hunting Knife

Hunting Knife
knife
  • Available only with cheat
  • Potential damage of 5.6 points per slash
  • Deployed from hand
Traditionally employed by hunters to dress dead animals, these knives can also be used as slashing weapons. Though delivering only half the damage of a throwing knife, they are easier to control, and better than a slap.
Throwing Knife

Knife
knife
  • Player can carry 10 extra
  • Potential damage of 12 points per hit
  • Deployed from hand
Throwing knives deliver devastating punishment - causing half again as much damage as a Magnum or Laser - while being treated as completely silent by enemies in single player mode; this makes them excellent tools for covert operations. And they are the only weapon which may be retrieved for reuse. Their use is hampered by the need to drawn them back before throwing, and by their low velocity, both of which make them difficult to use effectively against a moving target. They also aim slightly to the right of the target reticle; but this can be compensated for through practice.

Knives have a two-stage firing procedure (similar to Grenades): when Z is pressed the character draws the knife back, then when Z is released the knife is thrown. Since the delay of drawing the knife back must always be incurred to throw, having it back ahead of time allows the thrower to respond more quickly to an opportunity. A character in single player mode with a knife ready (Z pressed) will impulsively release the knife if he is struck by an enemy round.

PP7 Special Issue

PP7

PP7 variant

pistol
  • Clip holds 7 rounds (uses 9mm rounds)
  • Potential damage of 4 points per shot
  • Maximum rate of fire is 6 rounds per second
  • Precision weapon
Based on the famous Walther PPK issued to Bond by M, this elegant pistol combines superb accuracy with speed sufficient to unload an entire clip in just over a second. The rounds inflict average damage. When silenced the PP7 is the most quiet firearm in the game, useful for dispatching enemy personnel cleanly and without disturbance during covert operations. It may also be called upon to deliver accurate shots at medium to long range when a sighted weapon is unavailable or presents too narrow a field of view; but at close range weapons with larger clips will usually be more effective.
DD44 Dostovei

Dostovei
pistol
  • Clip holds 8 rounds (uses 9mm rounds)
  • Potential damage of 4 points per shot
  • Maximum rate of fire is 5.7 rounds per second
This pistol - ignorantly but almost invariably called the `Destroyer' by novices - offers solid performance while making quite a lot of noise and achieving only fair accuracy. It inflicts average damage with each round, which are carried in a clip larger than that of any other GoldenEye pistol. Its most effective role is delivering power at close range when neither stealth nor precision are demanded.
Klobb

Klobb
machine pistol
  • Clip holds 20 rounds (uses 9mm rounds)
  • Potential damage of 2.4 points per shot
  • Fires 6.5 rounds per second
The Klobb makes quite poor use of its ammunition - delivering less damage per round than any other GoldenEye firearm - and compounds the problem by making it difficult to hit anything in the first place. Its poor aim is inherent to its design, not a symptom of recoil, so firing single shots does not improve its usefulness. While it offers one of the faster rates of fire, this also means it exhausts its small clip more quickly than any other automatic weapon. This weapon is normally used only as a last resort.
KF7 Soviet

KF7
assault rifle
  • Clip holds 30 rounds (uses rifle rounds)
  • Potential damage of 4 points per shot
  • Fires 6.3 rounds per second
  • Fires three shot burst unless aimed
This Russian assault rifle is sturdy and reliable while not excelling in any category. It possesses a reasonable clip size, modest rate of fire, and does average damage; a strong recoil tends to spoil its aim in burst and automatic modes. It has a medium-power scope which, combined with its accuracy in single shot mode, make it a passable sniping weapon.
ZMG 9mm

ZMG
submachine gun
  • Clip holds 32 rounds (uses 9mm rounds)
  • Potential damage of 4 points per shot
  • Fires 9.5 rounds per second
Cycling faster than any other GoldenEye weapon, this is the second most powerful submachine gun in the game despite delivering only average damage with each bullet. The magazine is the third largest available in GoldenEye but empties almost as fast as a Klobb. It is an exemplary short range weapon, but becomes less useful as the range to target increases. Though its accuracy is degraded by recoil in automatic mode, the ZMG is actually very accurate as a single shot weapon.
D5K Deustche

Deustche

Deustche variant

submachine gun
  • Clip holds 30 rounds (uses 9mm rounds)
  • Potential damage of 4 points per shot
  • Fires 6.4 rounds per second
While similar to the ZMG with respect to accuracy and clip size, this weapon offers only a moderate rate of fire and inflicts average damage. Together these attributes make it an unimpressive but usable weapon. If fitted with a silencer it offers substantial firepower likely to attract only a small audience.
Phantom

Phantom
submachine gun
  • Not available in multiplayer
  • Clip holds 50 rounds (uses 9mm rounds)
  • Potential damage of 5.6 points per shot
  • Fires 6.3 rounds per second
The Phantom has a large magazine and is among the most powerful weapons - delivering above average damage per shot - but overall achieves only mediocrity. Its significant recoil makes it quite inaccurate, and it has the slowest rate of fire of any automatic.
US AR33 Assault Rifle

<NOBR>US AR33</NOBR>
assault rifle
  • Clip holds 30 rounds (uses rifle rounds)
  • Potential damage of 5.6 points per shot
  • Fires 9.5 rounds per second
  • Shoots through soft targets
  • Fires three shot burst unless aimed
With power second only to that of the RC-P90, this United States manufactured rifle fires penetrating rounds producing greater than average damage at a rate close to that of the ZMG 9mm. Its mechanism can exhaust the thirty round clip rather quickly but with an accuracy that among automatics is second only to the RC-P90. The presence of a powerful sight gives this weapon its specialty for projecting significant damage across a long distance.
RC-P90

RC-P90
submachine gun
  • Clip holds 80 rounds (uses 9mm rounds)
  • Potential damage of 7.2 points per shot
  • Fires 9 rounds per second
  • Shoots through soft targets
This submachine gun is the most powerful firearm in the GoldenEye arsenal. Each nine millimeter round does almost twice average damage and will pass through multiple targets. The automatic mechanism cycles very quickly, ranking third among all GoldenEye weapons in firing rate, yet draws from such a deep magazine that it can sustain a longer barrage than any other firearm. It fires armor-piercing rounds and its design minimizes recoil to give the RC-P90 the greatest accuracy among automatic weapons. It is most players' weapon of choice; its main detractions are the lack of a telescopic sight for long range work, and its tendency to exhaust a limited supply of ammunition rather quickly.
Shotgun

Shotgun
shotgun
  • Available only with cheat
  • Gun holds 5 cartridges (uses shotgun cartridges)
  • Potential damage of 8 points per shot
  • Maximum rate of fire is 1.4 rounds per second
This rather obscure weapon is available only through the All Weapons cheat. It behaves like the Automatic Shotgun but inflicts less damage.
Automatic Shotgun

<NOBR>Auto Shot.</NOBR>
shotgun
  • Gun holds 5 cartridges (uses shotgun cartridges)
  • Potential damage of 12 points per shot
  • Maximum rate of fire is 1.4 rounds per second
Although each automatic shotgun pellet inflicts only the damage of a Klobb bullet, they together deliver the most punishment of a single shot from any firearm in GoldenEye. However, this damage can only be delivered at close range; at long range the spread of the pellets makes it impossible to land more than a fraction of the damage on a human target (although this is enough when playing multiplayer License to Kill, where the wide spread can often be an advantage). The firing rate of less than two cartridges per second makes this weapon difficult to use against quickly moving targets.
Sniper Rifle

Sniper
rifle
  • Clip holds 8 rounds (uses rifle rounds)
  • Potential damage of 4 points per shot
  • Fires 7.6 rounds per second
  • Precision weapon
The telescopic sight of this rifle is adjustable, making it useful for both medium and long range work. Since the magnification is adjusted with C-up and C-down, a player wishing to kneel while sniping must kneel with another weapon selected then change weapons. Unlike real sniper rifles which load only single rounds, this rifle loads eight; and though each shot produces only average damage, they can be manually fired off with amazing speed and without the appreciable recoil a real sniper rifle would produce. Higher magnifications can be unwieldy if an opponent approaches too close, so the player should have a reasonable magnification selected before engaging enemy personnel.
Cougar Magnum

Magnum
revolver
  • Not available in missions without cheat
  • Cylinder holds 6 bullets (uses magnum bullets)
  • Potential damage of 8 points per shot
  • Fires 1.6 rounds per second
  • Shoots through soft targets
  • Precision weapon
Magnum rounds produce fully twice average damage and may be aimed with great accuracy. The gun has a very strong kick, and the time required for the character to return the gun to position limits its rate to less than two rounds per second; this unwieldiness is compounded by the revolver action which introduces a delay of about a sixth of a second between when the trigger is pulled and the gun fires. The weapon is useful only when significant doses of damage are required and the player can hit an enemy despite the delay and low rate of fire.
Golden Gun

Golden Gun
pistol
  • Gun holds 1 bullet (uses golden bullets)
  • Potential damage of 400 points per shot
  • Precision weapon
  • Single hit destroys target
The golden gun is a magic weapon; a target hit with a golden bullet is destroyed or killed. Note that it does not shoot through targets despite completely devastating them. It must be used carefully since it is a single shooter and must be reloaded after every shot.
Silver PP7

Silver PP7
pistol
  • Available only with cheat
  • Clip holds 7 rounds (uses 9mm rounds)
  • Potential damage of 8 points per shot
Identical to the PP7, except that each round does twice normal damage, offering the power of a Magnum or Laser with a much faster rate of fire.
Gold PP7

Gold PP7
pistol
  • Available only with cheat
  • Clip holds 7 rounds (uses 9mm rounds)
  • Potential damage of 400 points per shot
  • Single hit destroys target
Identical to the PP7, except that each round destroys or kills any target - the power of a Golden Gun without the inconvenience of reloading after every shot.
Moonraker Laser

Laser
energy weapon
  • Potential damage of 8 points per shot
  • Fires 3.4 rounds per second
  • Shoots through soft targets
  • Precision weapon
The military `laser' seen in the Moonraker movie, which produces a damaging particle beam with perfect precision and no recoil. It will shoot through soft targets. Its rate of fire is modest but never hampered by the need to reload. These properties make the weapon quite pleasant to use and capable of delivering significant punishment.
Watch Laser

Watch Laser
energy weapon
  • Not available in multiplayer
  • Battery can hold 1000 charges
  • Potential damage of 8 points per shot
A watch laser pulse inflicts average damage, but has a short range and is primarily designed as a cutting tool.
Grenade Launcher

Grenade Launcher
ballistic explosive
The six round revolving mechanism offers the fastest firing rate of any GoldenEye explosive. Quite clever shots can be made given the fact that grenade rounds bounce off walls and ceilings.
Rocket Launcher

Rocket Launcher
self-propelled explosive
The fact that only one rocket can be chambered and only three extra lugged about limits the explosive power that a player can carry with this weapon. The straight trajectory of rockets makes them excellent for use against targets standing in front of walls, but it can be hard to select the shallow angle necessary to make a rocket intersect the floor at the location of an enemy in the middle of a room or outdoors.
Hand Grenade

Hand Grenade
ballistic explosive
  • Player can carry 12 extra
  • Deployed from hand
  • 5 second fuse
  • See notes on Explosives
A grenade is a timed explosive with a hard casing that allows it to bounce or slide without detonating. They often travel quite far on smooth floors; throwing higher increases the distance they travel.

Grenades have a two-stage firing procedure (similar to knives): press the Z button to pull the pin and start its fuse, and release Z to throw the grenade. This allows the player to throw with less than the full fuse remaining, so as to reduce the time other players have to respond, or make the grenade explode in midair - at the level of an overhead catwalk, for instance.

Timed Mine

Timed Mine
mine
  • Player can carry 10 extra
  • Deployed from hand
  • Clings to any surface
  • 5 second fuse
  • See notes on Explosives
These mines have rather limited application, and are only useful against targets whose position five seconds from `now' can be predicted (such as stationary targets). Unlike grenades, their fuse cannot be started early; so their only advantage is greater flexibility in their placement.
Proximity Mine

Proximity Mine
mine
  • Player can carry 10 extra
  • Deployed from hand
  • Clings to any surface
  • See notes on Explosives
`Proxies' arm themselves five seconds after being laid, after which they will explode when a person or an airborne mine pass near them. The latter fact makes throwing mines ahead of a player an important method of clearing proxies, especially when they are behind corners where they cannot be shot. As they are capable of delivering explosive force to an opponent without further intervention by their user, they make for multiplayer games with quite high kill counts.
Remote Mine

Remote Mine

Remote Mine variant

mine
  • Player can carry 10 extra
  • Deployed from hand
  • Clings to any surface
  • See notes on Explosives
The standard procedure for remote mines involves the player laying one or several, switching to the watch detonator, and detonating the mines. Because of the delay of switching to the watch, they cannot be employed this way in a fight against an alert opponent, and instead work best as weapons planted secretly and set off later when an opponent approaches one. This can be difficult if the miner is distracted by multiple opponents, or engaged in a firefight that prohibits him from switching to the watch.

The innovation that makes remote mines perhaps the most brutal weapon in the game is that, when they are selected, pressing A and B together activates the watch detonator without having to switch to it. This makes the mine into a kind of super-grenade: a mine can be thrown at an opponent and immediately detonated, or laid as a player is retreating and blown when his opponent reaches it; in neither case is its effectiveness hampered by an arming delay or a fixed fuse. While difficult to throw any great distance, remotes are extremely effective if employed with skill against targets at medium and close range.

When the last mine held by a player is laid, the watch detonator is automatically selected. Since the watch does not respond to A and B together, but only to Z, the player must adjust his detonation method for this last mine. Momentary confusion about this can be fatal.

Taser

Taser
energy weapon
  • Available only with cheat
  • Potential damage of 4 points per shot
A taser disables an opponent through an electric shock sufficient to traumatize his nervous system. Real tasers must be placed against the recipient's body, or fire a non-penetrating projectile attached to a conductive wire; the `Taser Boy' in GoldenEye simply causes damage (without a visible projectile) equal in damage to a standard 9mm round. Each taser shock is delayed by the character moving it into position, making it difficult to use against moving targets.
Tank
ballistic explosive
The tank is a long range weapon capable of lofting its munitions a considerable distance, but is rather clumsy to use against close targets. Its reload time is high - around 2.5 seconds. Often the ability of a tank to run over and crush opponents is as useful as its artillery.

Rhodes MillCopyright © 1998 Brandon Craig Rhodes.