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A chemical cocktail that warps the perceived reality of the target. Good becomes bad, bad becomes good; enemies and friends change places. Another one of the darker research projects from Trent Easton's Area 51.

The Psychosis Gun is a secret experimental weapon found in Perfect Dark and Perfect Dark Zero.

Overview[]

The Psychosis Gun carries 8 rounds in the magazine, and functions much like the Tranquilizer (whose model it shares). Despite this, it is actually impossible to have a full magazine under normal circumstances, as it is the only weapon that is unaffected by the two Unlimited Ammo cheats, and it holds only 4 rounds when used by the All Guns or its own cheat. It is also the only weapon without a secondary function (other than the Classic Weapons from GoldenEye 007), and the only weapon unavailable in Combat Simulator and the Firing Range (for obvious reasons). Shots this weapon fires does no damage whatsoever. Despite this, it will still cause an NPC's movement to be altered should you hit them in the limb, and, unlike the normal Tranquilizer, also makes them bleed.

When an enemy guard is shot by the Psychosis Gun, it will reverse their view of reality about who is friend or foe, causing them to immediately treat their own comrades as hostiles and essentially "join your team", therefore recruiting a new ally for the player. However, they are very aggressive; rather than follow you around, the guards will generally act on their own by seeking out enemies to kill, similar to Perfect Buddies set on Aggressive. If no enemies are nearby, the newly created ally will patiently wait by the player until more enemies are close. This effect can be quite valuable when used on appropriate targets, as there is typically one certain enemy in most missions who possesses unique weapons and is designed as an ideal target for the Psychosis Gun (such as the Shock Trooper with dual Falcon 2 Silenced in the first mission or the Area 51 guard with dual DY357-LXs in Maian SOS). The weapon's utility is presumably why the maximum number of rounds it will ever legitimately hold anywhere in the game is 7, even when using the two Unlimited Ammo cheats, although this may also be due to programming limitations. If other enemies spot a Psychosis Gun-affected guard, they will also shoot at him.

Although the Psychosis Gun does affect shielded enemies, they do not always at once join the player, sometimes requiring more than one psychosis dart, and will often seemingly "cough" before the drug takes full effect. The Skedar, however, are immune to it, but it does still work on Mr. Blonde guards.

Despite the in-game description states that "good becomes bad", shooting the Psychosis Gun at an ally or neutral character will not "turn them evil", as it is ineffective in this role. If anything, it may just break scripted events for them, as it may make them stand still most of the time and do nothing else.

Perfect Dark Zero[]

In Perfect Dark Zero, the Psychosis Gun works differently. A psychosis dart will trigger a drug-induced stupor that blurs the target's vision for a limited amount of time. This can be extended further with another psychosis dart.

Its secondary fire works exactly the same as the primary fire in Perfect Dark.

Advantages[]

In Perfect Dark Zero, the Psychosis Gun eats right through armor and directly damages the health of an enemy. In the Combat Arena, when used against a human player, their vision can become blurry, causing them to lose more health quickly. On the radar, they show up as a black dot.

The Psychosis Gun strangely never causes its user to show up on enemy radar.

Disadvantages[]

The Psychosis Gun's secondary fire is useless against bots. In the story mode, the secondary fire uses up the whole clip. It also doesn't do a lot of damage and is not the best choice against a swarm of enemies, especially due to its small clip.

Appearances[]

Perfect Dark
  • Maian SOS - On the desk in the room connected to the room the player starts in. There are also two in the second lab where the Maian Ambassador is, and one more on the twin labs heading down towards the hangars. Each one carries a single round; all will add up to 4.
  • An unlockable cheat allows this weapon to be immediately available in any mission, though it holds only 4 rounds.
Perfect Dark Zero
  • Trinity Infiltration - Carried by some of the Trinity Research Platform guards.
  • Trinity Escape - Carried by some of the Trinity Research Platform guards.
  • Temple Surveillance - Some dataDyne soldiers carry this weapon as a last resort to stop Joanna Dark from planting the tracking device.

Trivia[]

  • The Psychosis Gun in Perfect Dark has a buggy reload animation, due to the fact that this weapon is not supposed to have enough ammunition to be reloaded.
  • If by using Gameshark codes or other third-party methods to make an enemy wield the Psychosis Gun, a psychosis dart has no effect on the player, other than the dizziness the regular Tranquilizer brings.

Perfect Dark - Weapons and Gadgets
Weapons UnarmedFalcon 2MagSec 4MaulerPhoenixDY357 MagnumDY357-LXCMP-150Cyclone
Callisto NTGRC-P120Laptop GunDragonK7 AvengerAR34SuperDragonShotgunReaper
Sniper RifleFarSight XR-20DevastatorRocket LauncherSlayerCombat KnifeCrossbowTranquilizerLaserGrenadeTimed MineProximity MineRemote MineN-BombPsychosis Gun
Classic Weapons PP9iCC13KL01313KF7 SpecialZZT (9mm)DMCAR53RC-P45
Gadgets ShieldData UplinkECM MineCamSpyNight VisionR-TrackerTracer BugReprogrammerBombSpyCloaking DeviceDoor DecoderComms RiderExplosivesX-Ray ScannerDisguiseAlien Medpack
DrugSpyHorizon ScannerSuitcasePresident ScannerR-TrackerIR ScannerTarget Amplifier
Skedar BombCombat BoostSuicide Pill
Perfect Dark Zero - Weapons and Gadgets
Weapons UnarmedP9PFalconMagSec 4DY357 MagnumPsychosis GunCMP-150DW-P5UGL LiberatorRCP-90Laptop GunFAC-16KSI-74SuperDragonM60JackalPlasma RifleShockwave
Rocket LauncherDEF-12 ShotgunVibladeHawk BoomerangFrag GrenadeFlashbangMultiMine
Gadgets Combat ShieldDatathiefLocktopusDemo KitAudioscopeCamSpyRevive KitNightvision Goggles
Threat Detector GogglesX-Ray GogglesStationary Turret
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