Codex Gamicus
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This article is a list of the weapons that are featured in the game Perfect Dark Zero.

Weapons[ | ]

Close Combat Weapons[ | ]

The Shotgun[ | ]

Definitely the best close combat weapon, the Shotgun in Perfect Dark Zero works in a similar manner to a real life shotgun. When you fire a real shotgun, a whole pile of pellets will come out which spread over a wide area but only being effective for a short distance. In Perfect Dark Zero the shotgun causes immense damage at short range, often one shot is enough to kill if you get the range correct. Another feature is that if the shot pellets get a chance to spread out you inflict damage on multiple enemies with just one shot. Just don't bother using this weapon in anything other than close combat because it will be totally ineffective at medium or long range. The shotgun has both secondary and tertiary uses. The secondary use will enable you to see all enemies on your radar whilst the tertiary use will fool the enemy by making you appear as friendly to them on their radar.

  • Weapon Slots Used: 2
  • Damage Inflicted: High (at short range only)
  • Accuracy: Medium (at short range only)
  • Range: Short
  • Armor: Medium (at short range only)
  • Ammunition per clip: 6
  • Maximum Rounds: 80

The Combat Shield[ | ]

This is not a weapon but rather an effective method of defense. It will give protection against bullets for a limited amount of time. Beware though, if an enemy fires at you from the side of the Combat Shield, you will be hit!

  • Weapon Slots Used: 2
  • Damage Inflicted: None
  • Accuracy: Not relevant
  • Range: Not relevant
  • Armor: Not relevant
  • Ammunition per clip: Not relevant
  • Maximum Rounds: Not relevant

Viblade Sword[ | ]

An interesting weapon this, which is extremely effective at very close combat. Use it as a sword when you are literally upon your enemy and it will slice them in two with little problem. But getting that near most enemies is very difficult. This is where the secondary function of the Viblade Sword plays its part. Press the secondary fire button and a very effective (but temporary) shield will appear which protects you from bullets. More than that, the bullets will bounce off the shield and hopefully inflict damage on your enemy.

  • Weapon Slots Used: 1
  • Damage Inflicted: High
  • Accuracy: Under your control
  • Range: Hand to hand combat only
  • Armor: Medium
  • Ammunition per clip: 1
  • Maximum Rounds: 1

Pistols[ | ]

These are the most useful general purpose weapons in your arsenal so get used to handling them. It's possible to use two pistols of the same type simultaneously or any one pistol with a shield or grenade.

P9P[ | ]

When you start perfect Dark Zero this will be the weapon you will first have in your arsenal. It's reasonably useful for attacking many enemies and its silencer (its secondary use) enables you to use it against targets without always giving away your position. This is a mid-range weapon which has only one significant drawback; each magazine contains only 9 rounds, making frequent reloading necessary. On the plus side, reloading is a relatively speedy operation and the P9P has a scope fitted as standard.
The P9P's tertiary function is a Flashlight which is very useful in low light conditions.

  • Weapon Slots Used: 1
  • Damage Inflicted: Medium (less powerful with silencer)
  • Accuracy: Medium
  • Range: Medium
  • Armor: Medium
  • Ammunition per clip: 9
  • Maximum Rounds: 200

Falcon[ | ]

The Falcon has three advantages over the P9P: it's more accurate, it has a far larger amount of ammunition per clip making reloading a less frequent task and it has a rapid rate of fire. Having the said that, the damage potential per bullet from the Falcon is lower than the P9P. The general view is that this is the pistol of choice for most situations in perfect Dark Zero. The secondary function of the Falcon pistol is: You eject a loaded clip and throw it, it will hit the ground and eject all the bullets out in random directions. The bullets rarely hit an enemy and even when they do, they inflict minimal damage. On the other hand, the bots are tricked into thinking a person is shooting at them, and when they are distracted you can go and kill them.

  • Weapon Slots Used: 1
  • Damage Inflicted: Low
  • Accuracy: High
  • Range: Medium
  • Armor: Medium
  • Ammunition per clip: 18
  • Maximum Rounds: 200

MAGSEC 4[ | ]

With its high-powered scope the MAGSEC 4 is a good pistol for long distance sniping. It does lack a silencer but this is not too much of a disadvantage at long distances. The secondary function is to magnetize the bullets which exasperates the ricochet effect when aimed at walls - the result (if you are sufficiently skilled) it to enable you to fire at enemies round corners.

  • Weapon Slots Used: 1
  • Damage Inflicted: Medium
  • Accuracy: Low
  • Range: High
  • Armor: Medium
  • Ammunition per clip: 9
  • Maximum Rounds: 200

Magnum[ | ]

Raw firepower that can kill an enemy with only two shots but it is fairly inaccurate and has a delay between shots. Extra bullets for your Magnum are not easily found. The only way to get more bullets is from other Magnums dropped by enemies. The secondary function is: the Magnum bullet will be silent when it is shot, but it then expodes very noisily when it hits an enemy. The effect is to draw attention away from your position and attract attention to where the enemy is.

  • Weapon Slots Used: 1
  • Damage Inflicted: High
  • Accuracy: Low
  • Range: Medium
  • Armor: Medium
  • Ammunition per clip: 6
  • Maximum Rounds: 200

Psychosis Gun[ | ]

The Psychosis Gun fires tranquilizer darts which may be of limited use in some situations. The reload time is quite long.

  • Weapon Slots Used: 1
  • Damage Inflicted: Low
  • Accuracy: Medium
  • Range: Medium
  • Armor: High
  • Ammunition per clip: 6
  • Maximum Rounds: 200

Sub Machine Guns (SMGs)[ | ]

RCP-90[ | ]

You won't come across this SMG until late in the single-player game and it's at this stage that the RCP-90s functions will prove most useful. In its basic mode the RCP-90 has an impressive rate of fire and a clip size large enough to make this useful. The downside is that it's not too accurate.
The secondary function is a Threat Detector which blurs normal vision but highlights enemies in red and friends in green. The tertiary function is to confuse the electronics of the enemy and cause them to fire at enemy positions rather than you.

  • Weapon Slots Used: 2
  • Damage Inflicted: Medium
  • Accuracy: Low
  • Range: Medium
  • Armor: Medium
  • Ammunition per clip: 40
  • Maximum Rounds: 200

DW-P5[ | ]

A tricky SMG to get to grips with at first because when using the silencer (the secondary function) the damage inflicted on an enemy decreases but the accuracy increases. Probably the best use for this SMG is long distance shooting with the silencer on. The DW-P5 is ready-equipped with a good quality scope. The tertiary function is a flashlight for dark conditions.

  • Weapon Slots Used: 2
  • Damage Inflicted: Medium
  • Accuracy: Medium
  • Range: Medium
  • Armor: Medium
  • Ammunition per clip: 24
  • Maximum Rounds: 200

UGL Liberator[ | ]

The most easily available SMG in the early part of the game, the UGL Liberator, it's definitely not the best of the SMGs. Use it at short to medium range though and it's reasonably effective with a good fire rate. It has one neat trick, throw it away (when you are finished with it) and it will turn into a land mine and explode soon after. The trick is to lure your enemies towards it as you run for cover.

  • Weapon Slots Used: 2
  • Damage Inflicted: Medium
  • Accuracy: Low
  • Range: Low
  • Armor: Medium
  • Ammunition per clip: 24
  • Maximum Rounds: 200

CMP 150[ | ]

A good alternative to the UGL Liberator where accuracy is more important than raw fire power. The CMPs secondary function is the Hologram. The idea is that the Hologram will distract an enemy, while you shoot at them!

  • Weapon Slots Used: 2
  • Damage Inflicted: Low
  • Accuracy: High
  • Range: Medium
  • Armor: Medium
  • Ammunition per clip: 24
  • Maximum Rounds: 200

Assault Rifles[ | ]

Laptop Gun[ | ]

A very useful rifle because of its high rate of fire, accuracy and its ability to knock off armor from enemies. Its downfall is that it inflicts a low amount of damage.
It runs on Windows 2020! (A Microsoft joke added into one of their many loading screens!) The secondary function causes the Laptop to transform itself into an automatic sentry gun, which you can pick up and use normally later.

  • Weapon Slots Used: 2
  • Damage Inflicted: Low
  • Accuracy: High
  • Range: Medium
  • Armor: High
  • Ammunition per clip: 30
  • Maximum Rounds: 200

KSI-74[ | ]

Best used when fired in short bursts otherwise the accuracy is too low to be of much use. The KSI-74 is a powerful rifle equipped with a bayonet (or Harpoon) which, in secondary mode, can be silently fired, this deals a powerful blow to an enemy. You only have one bayonet/harpoon however, others must be picked up along your way.

  • Weapon Slots Used: 2
  • Damage Inflicted: High
  • Accuracy: Low
  • Range: Medium
  • Armor: Medium
  • Ammunition per clip: 30 plus 1 Bayonet/Harpoon
  • Maximum Rounds: 200 plus 1 Bayonet/Harpoon

Superdragon[ | ]

This is the best gun for long distance shooting. The Superdragon has a powerful built-in scope and its range and accuracy are impressive. What is even more useful is that automatic fire can be used with the scope. The secondary function is a grenade launcher which causes severe enemy damage. Bounce the grenades off walls with accuracy and this grenade launcher can be used to great effect. The tertiary function is night-vision.

  • Weapon Slots Used: 2
  • Damage Inflicted: Medium
  • Accuracy: Medium
  • Range: High
  • Armor: Medium
  • Ammunition per clip: 20 plus 6 grenades
  • Maximum Rounds: 200 plus 12 grenades

FAC-16[ | ]

Similar to the Superdragon above but lacking in a couple of areas. First the range is not so high, second you can only fire semi-automatically when using the scope and thirdly the delay between launching the secondary function grenades is longer. On the plus side, each clip has 30 rounds as opposed to the 20 of the Superdragon. The tertiary function is a silencer.

  • Weapon Slots Used: 2
  • Damage Inflicted: Medium
  • Accuracy: Medium
  • Range: Medium
  • Armor: Medium
  • Ammunition per clip: 30 plus 1 grenade
  • Maximum Rounds: 200 plus 6 grenades

Sniper Rifles[ | ]

Jackal[ | ]

The Jackal sniper rifle will kill most enemies with a single shot, this is a truly powerful mid-range rifle. A cornea tracking zoom ensures total accuracy. The reload speed is extremely slow, so if you miss your target first time, take evasive action immediately! Also remember that although the tracer is small it may give away your position in some cases. The secondary function will deactivate the enemies radar for a short time. At the same time the enemy positions will be seen on the radar of all friendly players.

  • Weapon Slots Used: 3
  • Damage Inflicted: High
  • Accuracy: Low
  • Range: Medium
  • Armor: Medium
  • Ammunition per clip: 1
  • Maximum Rounds: 30

Shockwave[ | ]

The Shockwave is not quite as powerful as the Jackal but it will allow to get off a few shots in quick succession. Beware though, the rifle can overheat and it will then be several seconds before it can be fired again. The tracer will give away your position clearly to the enemy so don't stay in the same spot for long after firing it. The secondary function allows you to see enemies through walls and other objects.

  • Weapon Slots Used: 3
  • Damage Inflicted: Medium
  • Accuracy: Medium
  • Range: High
  • Armor: Medium
  • Ammunition per clip: 1
  • Maximum Rounds: 30

Heavy Weapons[ | ]

Note that whilst using any of the heavy weapons below you will be significantly slowed down so have an exit strategy ready in case you run out of ammunition before you have slaughtered most of the enemy.

Plasma Rifle[ | ]

A very handy weapon to be armed with in most instances, the Plasma Rifle has only one drawback which is the speed of firing the plasma - it's much slower than a bullet which allows the enemy to dodge it more easily than a rifle, hence the low damage rating. But when you do hit an enemy, it will be an instant and deathly blow. Another unique feature of the Plasma Rifle is that it creates splash damage all around the initial area of impact. This gives it the potential to damage multiple targets in one go. But beware, the splash goes all over the place and you could well end up damaging yourself in the process. The secondary function is the invisibility cloak. Click this button and you will be invisible (well, nearly invisible!) for a period of time - if you stay still you can remain invisible for some time but once you start moving the invisibility soon wears off. The Plasma Rifle has unlimited power but it does require periods of no-use for it to charge automatically back up again.

  • Weapon Slots Used: 3
  • Damage Inflicted: Low
  • Accuracy: High
  • Range: High
  • Armor: Medium
  • Ammunition per clip: Unlimited but it needs recharging
  • Maximum Rounds: Unlimited but it needs recharging

Rocket Launcher[ | ]

One of the most destructive weapons in Perfect Dark Zero. When the rocket hits a target everything the surrounding area will be destroyed. What makes this weapon extra special is the secondary function, the ability to fly the rocket remotely straight to a given target using the flip out target finder. The downside to this is that you must direct the rocket to the target before it runs out of fuel. If you fail, it will explode in mid-air.

  • Weapon Slots Used: 3
  • Damage Inflicted: High
  • Accuracy: Medium (High with the help of the target finder)
  • Range: Medium
  • Armor: Medium
  • Ammunition per clip: 4
  • Maximum Rounds: 30

M60[ | ]

The most powerful weapon in Perfect Dark Zero, an M60 is best kept for close range destruction because at medium range the fire power is spread over such a large area that it is mainly wasted. The weapon holds 60 rounds and is belt-fed. Once the ammunition is exhausted it takes quite a while for the machine to reload. Use the secondary function and caltrops will be let loose which don't damage the enemy but slow them and their vehicles down considerably giving you a more time to shoot them up.

  • Weapon Slots Used: 3
  • Damage Inflicted: Medium
  • Accuracy: Low
  • Range: Medium
  • Armor: Medium
  • Ammunition per clip: 80
  • Maximum Rounds: 200

Hand Thrown Weapons[ | ]

Frag Grenade[ | ]

Very damaging fragmentation grenade with a fuse set initially set to 4 seconds. Hold down the fire button for four seconds or more (it will not explode in your hands) the grenade will explode on impact with whatever it hits with a blast radius of 5 metres.

  • Weapon Slots Used: 1
  • Damage Inflicted: High
  • Accuracy: Depends on your aim
  • Range: Medium dependant on how thrown
  • Armor: Medium
  • Ammunition per: clip 1
  • Maximum Rounds: 1

Hawk Boomerang[ | ]

Fling the Hawk (anti-gravity tungsten alloy bladed boomerang) at an enemy and if it hits them it will slice them up. But hitting an enemy is the problem, it's quite hard. What's more while the Hawk is flying you can not change weapons or put them away, the best thing to do if you miss the enemy, is to melee attack them (push the 'B' button). If you hold the 'Left Trigger' then the enemy will be highlighted yellow, and the Hawk will try its best to hit this target. NOTE: This auto locking function does not lock on to the skeleton in the Multi-Player 'Infection' Mode. The secondary function button will protect you against shrapnel wounds from grenades and rockets.

  • Weapon Slots Used: 1
  • Damage Inflicted: Almost certain death
  • Accuracy: Dependant on your aim
  • Range: Medium
  • Armor: High
  • Ammunition per clip: 1
  • Maximum Rounds: 1

Flash Grenade[ | ]

Throw a flash grenade at an enemy and it will not harm them at all, but it will produce a blinding flash of light which will blind them for five seconds or so. The advantage comes in that you can use these grenades at the same time as a pistol or some of the SMGs. Whilst the enemy is blinded you can shoot at them with your other weapon. NOTE: Look away when you throw the flash grenade otherwise you'll be blinded as well.

  • Weapon Slots Used: 1
  • Damage Inflicted: None
  • Accuracy: Dependant on your aim
  • Range: Medium
  • Armor: None
  • Ammunition per clip: 1
  • Maximum Rounds: 1

Multi-mine[ | ]

Multi-mines are close-proximity mines which detonate when an enemy comes into range. They cause severe damage or death. In secondary mode you place mines where you expect the enemy to pass and then detonate them by remote control.

  • Weapon Slots Used: 1
  • Damage Inflicted: High
  • Accuracy: Low
  • Range: 2 meters
  • Armor: Medium
  • Ammunition per clip: 1
  • Maximum Rounds: 1
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