Perfect Dark Zero Strategy Guide
From Xboxic
Rare's Perfect Dark Zero is a good game but can be frustrating at times, especially in those tight spots where it is sparse with required info for advancing. Read the tips below whenever you are stuck!
The guide is split up per mission, and within the mission in the separate objectives. The headings list whether they are true objectives or support objectives which are not required but often smart to do as they make life easier for you.
General Strategy
Weapons
Perfect Dark Zero has a large and varied selection of weapons, including real life firearms like the P9P, Falcon (generic 9mm), 357 Magnum, RCP-90, DW-P5 (MP-5), FAC-16 (M-16), UGL Liberator (Uzi), M60 LMG, KSI-74 (AK-74), DEF-12 (generic combat shotgun) and more futuristic fictional weapons. However, they aren't always balanced very well with some weapons being practically useless (MAGSEC?) and others very deadly (Plasma rifle, Superdragon,etc..)
Most guns have secondary functions that are activated with RB and sometimes tertiary funcions that are activated by holding RB and pressing LB.
Many guns have scopes with varying zoom levels. The different zoom levels can be changed by varying the pressure used on the left trigger. It is essential to learn this skill to master the game.
You have four weapon slots to carry weapons. Different weapons take up different amounts of weapon slots. Many one handed weapons (most pistols and SMG's) can be dual wielded. However, you will lose the ability to aim down the sites and use a scope when doing so.
Pistols
All pistols take up one inventory slot, and can be dual wielded with either another gun of the same type, a grenade or a combat shield. The P9P and Falcon use the same type of ammo, while the DY357 Magnum, MAGSEC, and Psychosis Gun have their own.
P9P
Damage: 2 - Accuracy: 2 - vs. Armor: 2 - Range: 2
James Bond's favorite pistol. The P9P is the stock weapon in Perfect Dark Zero and the only gun you will have right from the beginning of the game. Its primary disadvantage is its small 9 round magazine.
Secondary function adds a silencer which is handy for stealthy missions. Tertiary functions activates a flashlight for those dark and dusty areas. The silencer makes long range shots more accurate (great for headshots!) but less powerful. Get used to this weapon, because you'll most likely use it a lot in the single player campaign.
Like all pistols, can be dual wielded (although you'll lose the ability to use the scope). You can run almost as fast as when you're unarmed with the P9P.
Falcon
Damage: 1 - Accuracy: 3 - vs. Armor: 2 - Range: 2
Your standard 9mm pistol. The Falcon is pretty weak (slightly less powerful than the P9P), but it holds 18 rounds. Has a secondary fire that throws down the weapon and fires off a magazine. The alternate fire is pretty useless for killing enemies, but it's a useful diversion in limited circumstances. Best used dual wielded. You can run almost as fast as when you're unarmed with the Falcon.
DY357 Magnum
Damage: 3 - Accuracy: 1 - vs. Armor: 2 - Range: 2
An extremely powerful, but inaccurate weapon. It's primary drawbacks are it's slow rate of fire and small 6 round clip. For some reason, you have to cock the gun after every shot unless you try to fire very rapidly - which allows you to strike the hammer John Wayne, Western style (apparentely revolvers are still made in 19th century fashion in 2020 in PD0) Best used dual wielded alternating firing on one while reloading the other. It's secondary fire shoots a silenced round with delayed detonation. The alternate fire is fairly useless. This gun makes a useful backup gun for when you run out of ammo for your primary weapon because of its close range stopping power.
MAGSEC 4
Damage: 2 - Accuracy: 1 - vs. Armor: 2 - Range: 3
A very lackluster weapon. Although superficially very different, the MAGSEC is very similar to the P9P in power and range. Has an alternate fire that richocets bullets off walls and ceilings. However, the alternate fire is fairly useless because in most situations it's just easier to directly aim at enemies, although in limited cirumstances you can get the jump on enemies around corners in confined areas. You'll probably use the P9P in place of the MAGSEC 4 most of the time because of its silencer (which also makes shots more accurate).
Psychosis Gun
Damage: 1 - Accuracy: 2 - vs. Armor: 3 - Range: 2
A tranquilizer gun that can momentarily stun enemies. It will also kill enemies with several shots. The secondary fire turns enemies against each other. (Can make things very confusing in multiplayer). However, its not all that useful and it uses a whole clip. This gun isn't found very often and isn't all that useful, so you probably won't use it very much. Secondary fire is good for a laugh though. In most situations, do yourself a favor and pick up a real gun. However, use the secondary fire on an enemy M60 turret and watch him blast his buddies.
Sub-Machine Guns (SMG)
All SMG's take up two weapons slots and can be dual wielded with a weapon of the same type, a grenade, or a combat shield with the excepton of the DW-P5. All SMG's use the same type of ammo.
RCP-90
The RCP-90 is moderately powerful, moderately accurate, with a very high rate of fire. While it has a relatively generous 40 round magazine (makes it pretty slow to reload), it fires so fast it's not a "spray-n-pray" type weapon. Stay back and get your enemies in your scope and let 'er rip in controlled bursts. Its most useful features are probably its secondary functions. The secondary fire turns the surrounding area dark while highlighting enemies in bright red, which is extremely useful in foliage like the jungle maps. The tertiary function turns off electronics such as cameras, automated gun turrents, and mines. Aim and press A to use it.
UGL Liberator
Basically an Uzi knockoff. Round for round the UGL is pretty weak, but it has such a fast rate of fire it quickly chews through enemies. Although the manual describes it as a "spray-n-pray" type weapon, make sure your shots connect because the magazine is only 24 rounds and it's easy to go through it in a couple of seconds. Strictly close range only. Can be dual wielded to turn goons into swiss cheese. When dual wielding, much like the Magnum, it's best to fire off one and use the other while reloading for a continous stream of fire. Secondary fire throws down the gun and makes it explode when an enemy (or you) walk over it. Useful for enclosed spaces or choke points.
DW-P5
A knockoff of the real life MP-5 used by SWAT teams and special forces. It's essentially just a fully automatic P9P that holds a 24 round magazine. It also has a silencer and flashlight just like the P9P. Great for long range sniping in place of the P9P. It fires semi-auto when used with the scope. It's also a capable weapon in close range, but it's better to grab an assault rifle if one's available and you're not trying to be stealthy. Unlike the other SMG's, it cannot be dual wielded.
CMP 150
Although it fires "energy blasts" instead of conventional bullets, this gun is a lot like the UGL Liberator, but is superior in every way. It is moderately accurate and has a very high rate of fire. However keep in mind it only has a 24 round magazine, so don't hold down the trigger too long or you'll end up reloading in the middle of a firefight. Best used at close range. When dual wielding them, fire off one and switch to the second one while reloading the first for a continous stream of fire. The secondary fire activates a holographic decoy of your character. This is pretty useless because its so easy to tell which one is the copy.
Assault Rifles
All assault rifles take up two weapon slots, use the same ammo type, and cannot be dual wielded.
KSI-74
Based on the real life AK-74 assault rifle (not to be confused with the 7.62mm AK-47). Overall it's a pretty balanced weapon. It has moderate-high power, a moderate range, and a relatively slow rate of fire for an assault rifle (it has a lot of recoil so this is actually a good thing). Because of its relatively high recoil, it should mostly be fired in 2-3 round bursts. Great gun at medium range. Secondary fire shoots the attached bayonette for silenced kills (aim for the head because its not all that powerful). Although it has a bayonette, melee attacks don't seem any more powerful than similar weapons. Although it's a pretty good weapon, it's really nothing special and it's often better to pick up a FAC-16 or Superdragon if one is available.
FAC-16
Basically the real life M-16 with an attached single shot grenade launcher. It's pretty powerful, is fairly accurate with the scope (fires semi auto with the scope),and holds 30 rounds. The FAC-16 is one of the best all around weapons. Watch out after you fire a grenade, because you'll have to reload before you can fire the weapon again. Tertiary fire attaches a silencer, which can get confusing because it's the opposite of the P9P and the DW-P5.
Superdragon
Basically the real life G-36. Very similar to the FAC-16, but it holds 10 less rounds (20),and has a six shot grenade launcher. Unlike the FAC-16, it fires full auto when used with the scope and doesn't have a detachable silencer. If the Superdragon and FAC-16 are both available, use the Superdragon if you need the extra grenades, or the FAC-16 if you need the extra ten bullets and/or silencer. Slightly less poweful than the FAC-16. You can bounce grenades off walls to kill enemies around corners. Like the FAC-16, an all around great weapon. Tertiary mode activates night vision.
Laptop
The Laptop is a decent weapon, but all the other assualt rifles are generally superior. It has an insane rate of fire but is relatively underpowered, although it's slightly more powerful and accurate than the SMG's. Secondary fire throws the gun down and turns it into an automatic gun turrent (this uses ammo and the gun will blow up if you throw it down empty). The secondary fire isn't as useful as it sounds because it can easily be destroyed and isn't that great at taking out enemies, although it's useful for defending static positions. This would be a much better weapon if it had a scope.
Heavy Weapons
All heavy weapons take up three ammo slots and have their own ammo types.
M60
A real life light machine gun still used by military forces throughout the world. (It has recently been mostly replaced by the M249 in the U.S. Army.) It's main advantage is simply its 80 round ammo belt. It has a high rate of fire and is reasonably powerful. However, it's extremely inaccurate. Great for mowing down large amounts of enemies at close to medium range, but you won't hit anything more than a few feet away because of its insane amount of recoil. It's main disatvantges are that it takes up three weapon slots, has a very long reload time, and it makes you very slow. Best fired stationary while crouching. Secondary fire uses three rounds to drop a caltrop used to slow down, but not hurt, enemies. The alternate fire is fairly useless. If you need all that ammo, go for it, but if not, pick up an assault rifle or SMG instead.
Plasma Rifle
One of the best weapons in the game. Very powerful with a long range. It has unlimited ammo, but it holds 40 rounds before it must be "reloaded". Firing too fast will also make it overheat. The bolts it fires are slow moving, so it may be difficult to hit fast moving targets from far away. Secondary fire cloaks you and turns you invisible, but it uses ammo and doesn't last very long.
Rocket Launcher
It shoots rockets. 'Nuff said. It holds four rounds and will destroy anything it hits directly or lands near. Secondary fire allows you to manually fly and detonate the rocket. If you've ever used a rocket launcher in a videogame, you should know it's not very wise to fire in close range because it will blow you up as easily as it will enemies. A somewhat rare weapon.
Sniper Rifles
Sniper rifles take up three ammo slots.
Jackal
The Jackal is a very accurate and powerful sniper rifle with a long range scope. It will kill most enemies with one shot, but it only holds one round at a time and must be reloaded after every shot. Secondary fire scrambles enemy electronics and highlights enemies on radar.
Shockwave
A sniper rifle with a long range scope that shoots highly charged particles.. It's not as poweful as the Jackal, but its 30 round ammo capacity more than makes up for it. Secondary fire activates X-ray vision allowing you to see enemies through walls. Be careful for the reload/overheating. It takes quite a substantial amount of time before you can fire again.
Close Combat
All close combat weapons take up two weapon slots.
Viblade
Lovingly called the n00bstick by some players the only melee weapon of the game does a terrible amount of damage... If you can get close. Secondary function enables an impenetrable bullet barrier for a short duration: the runes on the blade will turn red while activated, and you have to wait for them to turn blue again before you can reuse the blade. Generally the Viblade is useless in wide-open levels like Desert, but when going through houses or other small confined areas you should be able to get some easy kills.
DEF-12 Shotgun
Standard 6 round combat shotgun. Like in any other game ever made, the shotgun is great at very close range, but useless more than a few feet away. It has a slow reloading time because it must be reloaded one round at a time. Reload it frequently when enemies aren't around. Secondary fire highlights enemies on radar, while tertiary fire tricks the enemies radar into registering you as friendly. Alternate fire is mostly just useful in multi player.
Combat Shield
Completely blocks melee attacks and greatly lessens damage from enemy fire. If it takes enough hits, the glass panels will brake and will stop blocking shots. You can carry a pistol while using the combat shield, but you won't be able to use it when you raise the shield to block head shots. It's usually just better to carry a SMG or assault rifle and take out enemies before they have a chance to kill you. It's not a bad choice if you absolutely have to run through a wide open area though.
Thrown Weapons
All thrown weapons take up one weapon slot. You can carry up to four of each type of grenade at one time.
Hawk Boomerang
A bladed boomerang that you throw. Its pretty powerful, but it takes a long time to return to you after you throw it leaving you wide open to enemy fire (and you can't fire another weapon while waiting for it) . Hold left trigger to lock on to enemies. Secondary fire activates a force field that blocks grenades and rockets.
Multimine
A mine that blows up if an enemy steps on it or otherwise touches it. Secondary fire allows you to remotely detonate them yourself. They will blow up if shot and can be deactivated with the RCP-90's secondary fire. Good for defending static positions.
Frag Grenade
It's a grenade. You throw it and it goes boom. What else do you need to know? It has a four second timer, but you can cook them and make them explode on impact when the timer runs out. And no, they will not blow up in your hand. Can be dual wielded with pistols and one-handed SMG's.
"Flash Bang" Flash Grenade
Your typical flashbang grenade. It lets out a blinding light and loud noise that stuns enemies for a few seconds. Good for clearing out rooms of enemies. Just make sure you look away when you throw them because they will blind you as well. They can be cooked to detonate on impact-which is only practical at long ranges because you won't have a chance to turn away. You can carry four at a time and dual wield them with pistols and SMG's (besides the DW-P5).
Gadgets
Locktopus
The Locktopus is a lock picking tool used very much like the one in Tom Clancy's Splinter Cell games. Rotate the left analog stick around until the controller vibrates and/or the light turns green and hold down the direction. Repeat until lock is picked.
Datathief
Used to "hack" enemy computers and electronics. It consists of three circles where a blinking light rotates around blocks one space at a time, moving faster the further you progress. Hit the A button as the light flashes over the blue blocks. Hitting two white or one red block will set you back to the previous ring.
Demo Kit
This compact explosive kit (demolition kit) is used to blow things up ranging from boats to walls. When activated, the user needs to solve a simple rotating maze puzzle (rotate the blocks with the A button until the line at the top and bottom complete to form a circuit), and upon completion, will detonate the wall in 3 seconds after finishing. Keep in mind the demo kit is very loud and will give away your position.
Mission 0: Datacore Demolition
The first mission is set inside a simulator and is mainly intended to make you familiar with the controls. There are no real challenges here except getting used to sniping spider bots and playing around a bit with gadgets.
Objective: Evade dataDyne Security
Objective: Destroy CPU
More of a mini-game than a real mission objective, this involves using your Spybot to blow up the CPU of the dataDyne center. Follow the only path you can until you arrive at yellow energy bars, then shoot a charge with the right trigger at the circuits to your left and right. At the second bars, do the same with the circuit above you. When you fall down to CPU level, hover towards the core and hit right bumper to blow it up.
Objective: Escape Trinity Platform
Support Objective: Escort Scientists to Elevator
Support Objective: Deploy Sentry Gun
Pick up one of the laptop guns then use the right bumper to set it up as a sentry gun. The sentry will be facing you as you drop it down, so make sure you are facing the opposite direction as the intended firing direction. You most likely want to set one up facing the corridor you just came from with all the spider bots. Take along the last laptop gun so you can finish the level with it.
Mission 1: Nightclub Stakeout
Objective: Identity Enforcers
I used the following weapons: FAC-16 and RCP.
Enforcer 1: Start out by killing the guard that is sitting on the crates. A silenced head-shot will do. Next, go right. Kill the patrolling guard that you'll see. Next up comes the stairs. Go up, and shoot the 2 weaponless guards at the entrances of the Club. From the right (where the second enforcer is), another guard should walk to you. Headshot him.
Now, turn left again, towards where you started, but, this time, go on the upper level. When you are near the stairs on your right, face them, and back up. Another guard should be coming your way. Wait for him to come as close as you dare, then headshot him. Then audioscope the first enforcer. Go to the other side, without being noticed. Now, try to line up the heads of both the guard and the enforcer. Headshot them both.
Enforcer 2: Go to where the Hummers are, keeping to the left. Aim right, and you should be able to take out the 3 guards with 1 grenade from the FAC-16. Go up to the lock. Melee it (or shoot it, whatever you please). Now, there's a guard patrolling on the left, wait for it to walk away, and then run behind him, to headshot him. Next, audioscope the Enforcer. Line up the Enforcer and the Guard again, and shoot them both in the head. If done correctly, the others shouldn't be alarmed. Next, go back to the door, and shoot the guard that is standing still. Then the walking one. Next, run up to the building, and kill the remaining 2 guards. Get the keys from the table, and go back down. Destroy the powerboat if needed.
Enforcer 3: Go to where Enforcer 2 was, and go out the door. Careful, on Perfect Agent, the guard that is in that ally will be alarmed by the explosion of the boat. Kill him. Take the elevator up, and headshot the guard. Audioscope the Enforcer, and kill him.
Objective complete.
Added by Mojo.
Objective: Destroy Killian's Powerboat
This objective only appears on Perfect Agent difficulty or higher
While dealing with Enforcer 2, blow up the boat using your Demo Kit.
Support Objective: Evacuate Civilians
After killing enforcer 3, enter the Club by the back entrance. There will be a cleaner there. It is possible to kill him with a headshot, take your time. Quickly go to the next room, and kill the 2 guards with a grenade.
Next, run down the long hallway, and headshot the guard that is sitting on a chair in the room at the end of the hallway. Melee the firealarm.
Objective Complete!
Added by Mojo.
Objective: Locate Jack Dark
If you brought the RCP, you should have little trouble with the rest of the level. Use it's secondary function to spot the guards, and use the FAC-16 if they are far away, or just do a quick burst to the head if they are near. Also handy for reprogramming the Sentry Guns. But do make sure to pick up all the SMG ammo.
Added by Mojo.
