GoldenEye 007 Weapons Guide


GOLDENEYE 007 WEAPONS GUIDE


In each mission in GoldenEye 007, you’ll get to grips with a number of weapons and gadgets that will prove instrumental to completing your objectives and surviving each assignment.
You’ll find that certain firearms are ideal for stealth operatives and remaining covert, while others are efficient at dealing with large crowds and dire situations.
We’ve consulted with Q Branch and have listed all of the available weapons in GoldenEye 007 below, detailing their total ammunition between reloading, magazine capacity and ideal situation for use.

Any weapon that can only be utilized through the “All Guns” cheat have been marked with an asterisk.

Unarmed | Hunting Knife * | Throwing Knife | PP7 Special Issue | PP7 Special Issue (Silenced) | DD44 Dostovei | Klobb | KF7 Soviet | ZMG (9mm) | D5K Deutsche | D5K Deutsche (Silenced) | Phantom | US AR33 Assault | RCP-90 | Shotgun * | Automatic Shotgun | Sniper Rifle | Cougar Magnum * | Golden Gun | Silver PP7 * | Gold PP7 * | Military Laser | Watch Laser | Grenade Launcher | Rocket Launcher | Grenades | Mine (Timed) | Mine (Proximity) | Mine (Remote) | Detonator | Taser * |Tank


Unarmed
Ammunition: N/A
Capacity: N/A
Proficiency: Close Combat/Stealth

Even without a weapon, you’ll be able to neutralize any target with a firm and deadly strike with your bare hands. This should be used in stealth scenarios only however; your fists are no match against an automatic weapon.


Hunting Knife *
Ammunition: N/A
Capacity: N/A
Proficiency: Close-Combat

The Hunting Knife is recommended for confrontations where you’ll find yourself in close quarters with your assailant. A few lethal slashes should be enough to stop them in their tracks.


Throwing Knife
Ammunition: 1
Capacity: 10
Proficiency: Short-Range/Stealth

Should you need to neutralize a target from a relative distance, the throwing knives will bridge the distance as they arc through the air. You can also retrieve any throwing knife that misses its intended target.


PP7 Special Issue
Ammunition: 7
Capacity: 800
Proficiency: Short-Range

Issued with your License to Kill, the PP7 is adept at dealing with short-range confrontations with a magazine capable of suppressing a single assailant without cause for alarm. Bond’s quintessential weapon of choice.


PP7 Special Issue (Silenced)
Ammunition: 7
Capacity: 800
Proficiency: Short-Range/Stealth

Equipped with a muzzle silencer, the PP7 Special Issue (Silenced) will allow you to assassinate your targets more covertly when compared to the standard PP7 Special Issue.


DD44 Dostovei
Ammunition: 8
Capacity: 800
Proficiency: Short-Range

This Soviet weapon can be procured from combat against certain comrades. The DD44 has a larger magazine than the PP7, but is considerably louder, making it less-than-ideal for stealth.


Klobb
Ammunition: 20
Capacity: 800
Proficiency: Short-Range

With its low rate of fire and potential for inaccuracy, the Klobb is infamous for its ineffectiveness in combat. Combined with its complete disregard for covert measures, it should only be regarded in dire situations.


KF7 Soviet
Ammunition: 30
Capacity: 400
Proficiency: Medium-Range

This Soviet weapon is standard issue for most of the Russian resistance that you’ll be facing. While it’s not recommended for covert operations, it’s particularly effective when dealing with crowd control.


ZMG (9mm)
Ammunition: 32
Capacity: 800
Proficiency: Short-Range

This Russian Submachine gun is especially effective when dual-wielded, with its suppression fire and penchant for crowd control making it particularly lethal in the hands of skilled agents and Janus Special Forces alike.


D5K Deutsche
Ammunition: 30
Capacity: 800
Proficiency: Short-Range

The D5K Deutsche is an adept Submachine gun with a rapid rate of fire and middling accuracy. Like the ZMG (9mm) and the Klobb, this weapon isn’t ideal for missions that demand a great degree of stealth.


D5K Deutsche (Silenced)
Ammunition: 30
Capacity: 800
Proficiency: Short-Range/Stealth

Outfitted with a muzzle silencer, the D5K Deutsche (Silenced) combines the raw firepower of a submachine gun with the suppressive capabilities of similar covert weapons in your arsenal.


Phantom
Ammunition: 50
Capacity: 800
Proficiency: Medium-Range

The Phantom is a Submachine gun with an increased magazine capacity. While the Phantom isn’t as accurate in combat as its contemporaries, its ability to be used for close-quarter crowd control cannot be understated.


US AR33 Assault
Ammunition: 30
Capacity: 400
Proficiency: Medium-Range/Long-Range

The US AR33 Assault is a extremely adept rifle that’s capable of neutralizing targets from medium to long range using its zoom functionality. When dual-wielded, it’s nearly unstoppable.


RCP-90
Ammunition: 80
Capacity: 800
Proficiency: Medium-Range

An extremely formidable weapon, the RCP-90 is ideal for crowd control with its heavy rate of fire. The RCP-90 also boasts the largest magazine capacity of any weapon, making it indispensable in large scale firefights.


Shotgun *
Ammunition: 5
Capacity: 100
Proficiency: Short-Range

The Shotgun is at its most lethal proportionate to the distance of its target, with a single blast capable of neutralizing any assailant at close range. The Shotgun is not recommended for covert operations.


Automatic Shotgun
Ammunition: 5
Capacity: 100
Proficiency: Short-Range

The Automatic Shotgun is an superior model that serves to replace the standard Shotgun, with a higher rate of damage, accuracy and further suppression. It is still not recommended for covert operations, however.


Sniper Rifle
Ammunition: 8
Capacity: 400
Proficiency: Long-Range

Intended for use over great distances, the Sniper Rifle is ideal for covert operations where targets can be eliminated from afar. A degree of skill is required to make an accurate shot through the telescopic sight.


Cougar Magnum *
Ammunition: 6
Capacity: 200
Proficiency: Short-Range

Natalya’s weapon of choice, the Cougar Magnum is an extremely powerful revolver in close combat scenarios. Its slow rate of fire and its inability to be used in covert operations serves as its only hinderance.


Golden Gun
Ammunition: 1
Capacity: 100
Proficiency: Short-Range

Available during the Egyptian assignment, the Golden Gun is capable of neutralizing any target with a single shot, regardless of its contact. Given its magazine size, the Golden Gun will need to be reloaded after each shot.


Silver PP7 *
Ammunition: 7
Capacity: 800
Proficiency: Short-Range

This modified PP7 merges the fire rate of the special issue weapon with the raw power of the Cougar Magnum, essentially making it more lethal in combat than either of the former firearms.


Gold PP7 *
Ammunition: 7
Capacity: 800
Proficiency: Short-Range

This modified PP7 merges the fire rate of the special issue weapon with the Golden Gun’s ability to neutralize any target with a single shot. Given the magazine capacity of the Gold PP7, it stands as the most lethal firearm.


Military Laser
Ammunition: N/A
Capacity: N/A
Proficiency: Medium-Range

Available during the Aztec assignment, the Military Laser features a high rate of damage comparable to the Cougar Magnum. Without the limitation of a magazine, it can be used endlessly against targets and assailants.


Watch Laser
Ammunition: 300/1000
Capacity: 300/1000
Proficiency: Close Combat/Short-Range

While this weapon is intended as a gadget, it proves quite effective at neutralizing targets at close range.
Once the Watch Laser’s charge has been depleted, there isn’t any way to replenish it, so use it wisely.


Grenade Launcher
Ammunition: 6
Capacity: 12
Proficiency: Medium-Range/Long-Range

The Grenade Launcher detonates its rounds immediately in contact with the floor for crowd control, and will also ricochet upon contact with walls. The deafening explosion tends to attract unwanted attention, however.


Rocket Launcher
Ammunition: 1
Capacity: 3
Proficiency: Medium-Range/Long-Range

The Rocket Launcher is extremely proficient at dealing with large crowds, though it must be reloaded after each successive round. You’ll need to use caution when firing, as it’s easy to be engulfed by the ensuing explosion.


Grenades
Ammunition: 1
Capacity: 13
Proficiency: Medium-Range/Long-Range

The Grenades can be used for crowd control, though they can take some time to detonate after they’ve been thrown. For best results, holding onto the Grenade for a few seconds will provide more instantaneous results.


Mine (Timed)
Ammunition: 1
Capacity: 11
Proficiency: Long-Range

When placed on any surface, this variant of Mine will begin a brief countdown sequence of five seconds before detonating. Without any means to circumvent the delay, this Mine the least useful in active combat.


Mine (Proximity)
Ammunition: 1
Capacity: 11
Proficiency: Long-Range

When placed on any surface, this variant of Mine will detonate when approached, acting as a trap. Be cautious however, as it will still detonate when approached by the one who placed it, or in proximity of another Mine.


Mine (Remote)
Ammunition: 1
Capacity: 11
Proficiency: Long-Range

When placed on any surface, this variant of Mine will detonate only when set off remotely by the detonator on your watch. You’ll be unable to fire another weapon while using the detonator, so plan accordingly.


Detonator
Ammunition: N/A
Capacity: N/A
Proficiency: Long-Range

The Detonator is meant to be used in conjunction with the Remote Mines. When you’ve activated the Detonator through your watch, any and all Remote Mines you’ve placed will detonate immediately.


Taser *
Ammunition: N/A
Capacity: N/A
Proficiency: Short-Range

The Taser functions similarly to the Watch Laser in functionality, though it’s power leaves a lot to be desired. Unlike the Watch Laser, the Taser is unrestricted by a magazine, and can therefore be used infinitely.


Tank
Ammunition: 1
Capacity: 50
Proficiency: Long-Range

Intended for use in the Tank during the Streets assignment, this weapon will fire a single shell that will explode upon contact. Any assailants unfortunate enough to be engulfed by the ensuing explosion will instantly perish.