Perfect Dark Zero 100% guide
Published by Chubuggles
A chronological route to all 50 Perfect Dark Zero achievements on Xbox 360 and backward compatibility, from three campaign runs to a fully offline multiplayer grind with bots.
- Published
- ·Coverage: every achievementCoverage 100%
Helpful·Sign in to mark this Helpful
ETA
Estimated time, as the guide’s author estimates: 60-80 hours
Difficulty
7/10, as the guide’s author rates it
Your Progress
50 achievements in this guide
Sign in with Xbox to see which of them you have already earned.
▶Before You Start
Perfect Dark Zero has 50 achievements worth 1,000 Gamerscore. No DLC, map pack, or title update added achievements. The list splits into 12 campaign achievements (solo and co-op difficulty clears plus Dark Agent mission counts) and 38 multiplayer achievements that are all cumulative lifetime stat counters.
The same Xbox 360 list is used when you play on Xbox One or Xbox Series X|S through backward compatibility, including the copy launched from Rare Replay. The Rare Replay launcher and the standalone backward-compatible version run the same Xbox 360 game with the same compatible save data, and normal cloud-save sync carries your progress if you change consoles. If you are transferring an existing save from an original Xbox 360, move that save into Cloud Saved Games on the Xbox 360 first.
▶Key Facts
- Nothing requires Xbox Live. Every multiplayer achievement can be earned offline in local games with bots and a second controller. No achievement needs ranked play, wins, or a rank.
- Online status (as of 2026-10-04): Xbox 360 online services remain up after the July 2024 Marketplace closure. Do not rely on matchmaking; the full multiplayer route can be completed offline.
- Co-op is required for six achievements. Local split-screen co-op works, and it can be done alone by holding one controller in each hand or parking player 2. A friend makes it much easier.
- Nothing is permanently missable. Every mission can be replayed on any unlocked difficulty.
- Minimum campaign runs: three. Dark Agent needs a full Perfect Agent clear first, and you need a Dark Agent clear in both solo and co-op. The main route is co-op on Perfect Agent, then solo on Dark Agent, then co-op on Dark Agent. For the three-run minimum, Perfect Agent must be completed in co-op first.
- Dark Agent is locked until you finish all 14 missions on Perfect Agent. A co-op Perfect Agent clear unlocks Dark Agent in both modes; a solo Perfect Agent clear unlocks it only for solo. The unlock is per profile: a partner only earns Dark Agent achievements if their own profile has Dark Agent unlocked.
- Difficulty clears stack. A campaign clear on a given difficulty also awards every lower difficulty clear in that mode, so a Dark Agent clear awards all four clears for that mode.
- The multiplayer grind is the bulk of the time. Expect several long sessions of near-idle bot matches for the 1,000-count achievements.
▶Campaign Rules That Shape the Route
- There are 14 missions, numbered 0 to 13: Datacore Demolition, Nightclub Stakeout, Subway Retrieval, Rooftops Escape, Mansion Infiltration, Laboratory Rescue, River Extraction, Trinity Infiltration, Trinity Escape, Jungle Storm, Temple Surveillance, Outpost Rescue, Bridge Assault, and Arena Showdown.
- "Completed" difficulty achievements need all 14 missions finished on that difficulty in that mode. Missions do not have to be done in one sitting.
- Solo and co-op completions are tracked separately. You need a full solo set and a full co-op set.
- Weapons only join your Armory loadout permanently if you finish a mission holding them. The first mission (Datacore Demolition) never unlocks weapons. Unlocked weapons stay available on every difficulty. This is how you take the Plasma Rifle into Dark Agent.
- Checkpoints thin out as difficulty rises. Checkpoint reports conflict on Dark Agent. Some guides report one in Datacore Demolition; others report none. Do not plan around having a checkpoint: a death restarts the mission (not the campaign). Players also report no regenerating health and no shield pickups on Dark Agent.
- Achievements pop after the mission ends. Always leave through the debrief screen, and on Arena Showdown let the ending cutscene play out, rather than quitting to the dashboard.
- Keep your own tally of which missions you have cleared on each difficulty and mode. Don't rely on the mission select screen to show it.
▶Rare Replay Note
Perfect Dark Zero is one of the Xbox 360 titles in Rare Replay. This guide covers the full 1,000 Gamerscore list, which goes well beyond what Rare Replay's own stamps ask of this game.
▶Campaign
▶Run 1: Co-op on Perfect Agent
Start a split-screen co-op campaign with your main profile as player 1 and set the difficulty to Perfect Agent. Agent, Secret Agent, and Perfect Agent are all selectable on a new save; only Dark Agent is locked.
Why co-op Perfect Agent first: it awards the co-op Agent, Secret Agent, and Perfect Agent clears straight away, and it is the only Perfect Agent clear that opens Dark Agent for both solo and co-op. A solo Perfect Agent clear only opens solo Dark Agent, so starting solo would cost an extra co-op Perfect Agent run.
Keep your main profile as player 1 for every co-op run. It is unconfirmed whether a second local profile also receives the Perfect Agent clear or the Dark Agent unlock, so a friend playing for their own achievements should give their profile its own Perfect Agent clear.
For two-controller play, sign a second profile in on the second controller. Whether a guest controller works for campaign co-op is not confirmed, and each profile keeps its own weapon loadout.
If you are playing alone with two controllers, keep player 2 tucked into a safe corner whenever possible, and bring them along at points that need both players. Some doors and switches need both players, and the Datacore Demolition lift needs both players on it before the mission ends. Some enemies, especially in Mansion Infiltration and Outpost Rescue, will hunt down an idle player 2.
Play the missions in order. In-order play is the simplest way to make sure all 14 are covered. Keep a tally as you go.
Mission-fail conditions to keep in mind on every run:
- Nightclub Stakeout: shooting a civilian fails the mission. During the opening Audioscope sequence, don't kill all three starting guards; leave at least one alive until the first enforcer has been identified and the mission advances.
- Rooftops Escape: Jack dying fails the mission.
- Mansion Infiltration: disarming the SuperDragon-carrying door guards fails the mission.
- Trinity Escape: friendly fire on your allies can fail the mission.
Mansion Infiltration and Trinity Infiltration also use conversation prompts. In Mansion Infiltration the security radio and the front-door intercom have separate prompts, and two of them sound almost the same but need different answers, so match the exact line.
Security radio:
- "Hello? You OK?" → Threaten
- "Whoa, it must be freezing out there! You OK?" → Charm
- "Hi there bud, control here. Anything I can do for you?" → Charm
- "Is this maintenance?" → Bluff
Front-door intercom:
- "Hello? You OK out there?" → Charm
- "Everything alright out there?" → Charm
- "Is that you, Lee?" → Bluff
- "What is it now?" → Bluff
- "I was sleeping..." → Threaten
For any line not listed, go by the speaker's tone: Bluff when they mention Lee or maintenance, Charm when they are friendly or concerned, and Threaten when they are angry or scared.
In Trinity Infiltration, answer Father's lines exactly:
- "Welcome friend..." → Charm
- "Father, at your service" → Threaten
- "System instability..." → Bluff
A wrong answer doesn't fail the mission, but it sends a large group of guards, including tower snipers, after you. In Mansion Infiltration the radio can also be bypassed with the antenna tower switch or the Demokit.
▶Weapons to Bank During Run 1
The single most useful thing to take out of this run is the Plasma Rifle, which has an invisibility secondary that makes later Dark Agent missions far easier. Finish these missions holding the weapons below so they unlock in your Armory loadout:
- Plasma Rifle: Temple Surveillance is the best-documented source. After you plant the tracking device, Mai Hem's cloaked Phantoms attack, each carrying a Plasma Rifle. Take one from a fallen Phantom while at least one other is still alive, because the mission ends the moment the last Phantom dies. Bridge Assault is a backup source, from the cloaked female soldiers who attack after you cross the bridge.
- RCP-90: Jungle Storm. Its secondary fire highlights enemies.
- Hawk: Trinity Infiltration (a loading-dock crate) or Jungle Storm. Recommended for Rooftops Escape on Dark Agent.
- ViBlade: Mansion Infiltration, on the pedestal in the laser room. Bank it there rather than relying on Zhang Li's sword in Arena Showdown.
- SuperDragon: Outpost Rescue.
- Shockwave: on the ground near the start of Bridge Assault.
- Rocket Launcher: Bridge Assault. One comes from a soldier on the rocky ledge above the blocked tunnel. More are in armory crates that need the Locktopus gadget, and a gadget can only be chosen once that mission has been beaten on that difficulty in either mode.
If player 2 is a signed-in second profile, have them finish holding the key weapons too, since they need gear for the co-op Dark Agent run. A player can drop a weapon for the other to pick up before the mission ends.
▶Completed Co-Op Agent
Unlocks together with the other two clears below when you finish the 14th co-op mission of this Perfect Agent campaign. If any of the three doesn't register, check your tally for a missed mission; the co-op Dark Agent clear in Run 3 also awards it.
▶Completed Co-Op Secret Agent
Stacks from the same co-op Perfect Agent clear.
▶Completed Co-Op Perfect Agent
Unlocks for finishing all 14 missions in co-op on Perfect Agent. This clear also opens Dark Agent in both solo and co-op on player 1's profile. Before Run 2, confirm Dark Agent is selectable in both modes; if it isn't, a co-op Perfect Agent mission was missed.
▶Run 2: Solo on Dark Agent
Before starting, check your Armory loadout for the Plasma Rifle. If it is missing on your profile, replay Temple Surveillance solo on Agent and finish the mission holding a Plasma Rifle. It is a short detour and it changes the whole run.
Dark Agent is the hardest content in the game. Don't plan around having any checkpoints, and expect no regenerating health or shield pickups, much more dangerous enemies, and very little room for mistakes. Strategies that hold up across most missions:
- Use cover constantly. Peek, fire a burst, return to cover.
- Use the Plasma Rifle's cloak to sneak past enemy groups that you do not need to kill. It is especially strong in Jungle Storm, Temple Surveillance, and Bridge Assault. The cloak also lets you cross the fragile wooden walkways in Temple Surveillance.
- The RCP-90's secondary fire tags enemies through walls, which helps you plan routes.
Play in order where you can. If one mission is a wall, skip it and come back. Any mission can be picked on Dark Agent once it is unlocked.
▶1 Solo Mission On Dark Agent
Unlocks when you finish your first solo Dark Agent mission. It is reported to pop as you leave the debrief screen (next mission or mission select). Datacore Demolition is the shortest option and counts. Arena Showdown does not count toward this achievement or the next one.
▶5 Solo Missions On Dark Agent
Unlocks after five different solo Dark Agent missions, not counting Arena Showdown. Played in order, it lands after Mansion Infiltration. If Mansion Infiltration is giving you trouble, the commonly recommended easier picks are Datacore Demolition, Laboratory Rescue, River Extraction, Temple Surveillance, and Bridge Assault. Use five different missions rather than repeating one.
Mission notes for the rest of the run:
- Mansion Infiltration: a famous wall because of Mai Hem. Fight her from cover with a shield up and be patient. Get every radio and intercom answer right using the exact lines listed in Run 1, because the guard rush from a wrong answer is effectively fatal on Dark Agent. Restart rather than push on after a wrong answer.
- Jungle Storm: large numbers of enemies and little cover. Cloak and move between safe spots rather than fighting everyone. This and Outpost Rescue are widely considered the hardest missions.
- Temple Surveillance: timed. Cloak to move quickly and safely.
- Outpost Rescue: during the hovercraft section with Mai Hem, kill the driver first.
- Bridge Assault: slow, methodical clearing from wall cover is safer than sprinting through.
- Arena Showdown: bring the ViBlade for Zhang Li. After the fight, wait for the ending cutscene to play; the achievements arrive with it.
▶Completed Single Dark Agent
Unlocks when all 14 missions, including Arena Showdown, have been finished solo on Dark Agent. Let the ending cutscene finish before exiting.
▶Completed Single Agent
Unlocks together with Completed Single Dark Agent, because difficulty clears stack.
Check your achievement list right after the final cutscene. If one of the three lower solo clears didn't register, first make sure all 14 missions were cleared solo on Dark Agent. As a recovery step only, a full solo Perfect Agent clear awards the Agent, Secret Agent, and Perfect Agent clears together.
▶Completed Single Secret Agent
Stacks from the solo Dark Agent clear, with the same recovery step as above.
▶Completed Single Perfect Agent
Stacks from the solo Dark Agent clear. The solo Perfect Agent recovery step earns it directly if it fails to register.
▶Run 3: Co-op on Dark Agent
Set up co-op again with your main profile as player 1. Your solo Dark Agent experience carries over directly, but co-op adds extra enemies in places, including a second Mai Hem in Mansion Infiltration, and some doors and endings need both players.
With a friend, this is often easier than the solo run because enemy attention is split between two players. Alone with two controllers, it is the toughest part of the list: keep player 2 parked out of enemy sight and bring them forward only when needed. Every mission has been completed this way, but Mansion Infiltration, Temple Surveillance, Outpost Rescue, and the boss fights need patience.
If player 2 is using a separate profile, make sure it also has the Plasma Rifle and other key weapons in its loadout. Only profiles with Dark Agent unlocked earn credit from this run.
▶1 Co-op Mission On Dark Agent
Unlocks after your first co-op Dark Agent mission once you leave the debrief screen. Datacore Demolition counts; remember both players must ride the final lift. Arena Showdown does not count.
▶5 Co-op Missions On Dark Agent
Unlocks after five different co-op Dark Agent missions, excluding Arena Showdown. In order, it lands after Mansion Infiltration.
▶Completed Co-Op Dark Agent
Unlocks when all 14 missions, including Arena Showdown, have been finished in co-op on Dark Agent. Any of the three lower co-op clears you don't already have will unlock with it, since clears stack. This completes the campaign side of the list.
▶Multiplayer
▶How the Multiplayer Achievements Work
Every multiplayer achievement is a lifetime counter that builds across all games, so progress carries over between sessions and nothing needs to be done in one match. Local bot games and split-screen games all count. The backward-compatible build includes the May 2006 title update, which added bots to DarkOps modes.
Rules for every session:
- Use local play (not Xbox Live). A second controller is accepted in local games.
- Follow each participant count exactly. The farming setups below generally use 16 total participants on the small variants, counting every human controller: up to 15 bots with one controller, or 14 with a second controller.
- Bot personalities matter. Bully hunts whoever has the fewest kills, which makes a parked second controller a perfect decoy. Judge hunts the leader. Feud picks a random target each spawn. Vanilla, Venge, Prey, Ghost, and Random are also available. Strong teammates and weak enemies make most sessions quick.
- Every match needs an end condition: a time limit, a points limit, or the appropriate round limit. A match that can never end banks nothing.
- Avoid idling. Move every controller once after the countdown. In round-based modes with a parked second controller, move it once each round, or the match ends early. Matches that only last seconds need no input.
- Let every game finish. Progress banks and achievements pop on the post-match screen. Quitting mid-game throws that match's progress away. Continuing from the results screen is fine.
- Restrict weapons with Custom weapon slots and the "Disallowed weapons" advanced option to progress the counters you want.
- There is no reliable way to see your totals offline. Keep a rough tally of games and rely on the achievement pops as checkpoints. If a milestone doesn't pop when expected, play one more full match unchanged, then check the limits, bot count, idling, and your role.
- No map pack is required. Every session below uses base-game maps.
Every Deathmatch scenario game (Territorial Gains, Capture the Flag, Killcount, Team Killcount) counts toward Played Deathmatch Games. Every DarkOps game (Infection, Sabotage, Onslaught, Eradication) counts toward Played DarkOps Games. Do the sessions in the order below. The short sessions early on confirm the counters are working before you start the long grinds, and the 1000-game sessions at the end of each half only need the remainder.
▶Deathmatch: Territorial Gains and Capture the Flag
Start with these short, quick wins.
▶10 Territories Held
Despite the name, this counts points scored in Territorial Gains, and the points go to the team holding the territory. Set up Territorial Gains on Old Town with these settings:
- Level variant "Base 2+4 open"
- 15 bots on Dark Agent difficulty: 14 on your team (Team Dark) and 1 on the other team (Team Datadyne)
- No time limit, 100-point limit
Nudge your controller once so you aren't flagged as idle, then let your team hold territory for about 15 minutes. Both Territories Held achievements unlock when the game ends.
▶100 Territories Held
Comes from the same 100-point game when it ends. If it doesn't unlock, run another game and personally capture and hold a territory yourself.
▶10 Flags Captured
Set up Capture the Flag on Old Town in its small size with no bots, a points limit of 10, and you alone on Team Dark. The points limit counts captures, and a solo, uncontested capture counts. Holster your weapon to run faster, grab the enemy flag, and bring it back to your base while your own flag is at home. The flag respawns at the enemy base each time. Each capture takes about 30 seconds, so a game lasts about 5 minutes and this unlocks when the first game ends.
▶100 Flags Captured
Play 9 more games of the same setup, for 10 games in total. If the first game ended after only a couple of captures and 10 Flags Captured didn't unlock, your points limit isn't counting captures one to one. In that case, raise the limit to 50 or 100 and count your captures yourself.
▶Deathmatch: Killcount and Explosive Kills
Killcount kills only count in Killcount, but the Expert Kill counters count in every mode. This session pairs the Killcount counter with explosive kills, since the Plasma Rifle's primary fire counts as an explosive weapon.
Explosive kills are counted by weapon. The Plasma Rifle's primary fire, the Rocket Launcher, frag grenades, and mines are reported to count. Grenade-launcher secondaries, Caltrops, the Demokit, and the Shockwave are unconfirmed, so don't rely on them.
▶10 Kills in Killcount
Set up Killcount on Desert in its small size with these settings:
- 15 bots on Agent difficulty with the Judge personality
- Custom weapons: ViBlade in slots 1 to 5 and the Plasma Rifle in slot 6
- A 10-minute time limit and no points limit
Pick up the Plasma Rifle, settle into a safe spot with a single approach, and fire its primary into the bots as they come at you. Most 10-minute games end close to or over 100 kills. Both 10 Kills in Killcount and 100 Kills in Killcount unlock after the first game.
▶100 Kills in Killcount
Unlocks after the first game of the same setup.
▶1000 Kills in Killcount
Expect about 10 games of the same setup, roughly 100 to 110 minutes.
There is also a faster melee-based variant that needs a second controller:
- Killcount on Desert, small size
- 14 bots on Agent difficulty with the Bully personality
- Shields in slots 1 to 4 and the ViBlade in slot 5
- A 10- to 20-minute time limit
Park the second controller by the rock between the palm trees and the tent. Because it always has the fewest kills, the Bully bots stream toward it, and you cut them down with the ViBlade nearby. These kills also count toward the Melee Kills counter.
▶10 Explosive Kills
Unlocks in the first Plasma Rifle Killcount game. If it doesn't, the Plasma kills aren't registering for you. Switch to a Rocket Launcher-only or mines-only setup instead.
▶100 Explosive Kills
Should also unlock after the first Plasma Rifle game.
▶1000 Explosive Kills
If nearly all of your Killcount kills come from the Plasma Rifle, this lands around the same game as 1000 Kills in Killcount. If it is still short, top it up with extra Plasma games. Another option is Team Killcount on Old Town in its small size with these settings:
- 15 bots on Agent difficulty, humans versus bots, friendly fire off
- Mines only
- A 100-point limit
Stand in a corner with a single approach and keep dropping mines. Count your kills in the first game to see whether it beats the Plasma rate.
▶Team Killcount: Sniper, Headshot, and Melee
Both setups here use a second controller as a decoy, so they use 14 bots. Set Team Killcount on Desert in its small size with these shared settings:
- 14 bots on Agent difficulty with the Bully personality
- Bot teams set to humans versus bots
- You and the second controller together on Team Dark
- A 100-point limit, plus a time limit as a safety net
Park the second controller in the safe spot by the rock near the big cliff. Get a few early kills so the controller always has the fewest kills, and the Bully bots will stream toward it.
▶10 Kills in Team Killcount
For the first setup, give yourself Flashbangs or Shields in slots 1 to 4 and the Jackal (the sniper rifle) in slot 5. Headshot the bots as they run at the parked controller. A sniper headshot counts toward both the sniper and the headshot counters. After the first game you should have six achievements: 10 and 100 for Team Killcount, Sniper Kills, and Headshot Kills.
▶100 Kills in Team Killcount
Unlocks after the first Jackal game. Each 100-point game takes about 20 minutes.
▶1000 Kills in Team Killcount
Play about 9 more Jackal games, for 10 in total. That is roughly 200 minutes, and it finishes the Sniper and Headshot 1000s at the same time.
▶10 Sniper Kills
Any Jackal kill in any multiplayer mode counts. Unlocks in the first Jackal game.
▶100 Sniper Kills
Unlocks after the first Jackal game.
▶1000 Sniper Kills
Arrives with 1000 Kills in Team Killcount. If it is trailing your headshot total, get a few kills with the other sniper rifle.
▶10 Headshot Kills
Any headshot kill counts, in any mode. Jackal headshots in the Team Killcount session take care of this.
▶100 Headshot Kills
Unlocks after the first Jackal game.
▶1000 Headshot Kills
Arrives with the other Jackal 1000s if you aim for the head every time. If it is behind, play more Jackal games until it unlocks.
▶10 Melee Kills
For the second setup, change the loadout to Shields in slots 1 to 4 and the ViBlade in slot 5. Grab the ViBlade and cut down the bots as they gather around the parked controller. ViBlade kills count as melee from any angle, including from behind. For unarmed or other melee, attack from the front. Unlocks in the first game.
▶100 Melee Kills
Unlocks after the first ViBlade game.
▶1000 Melee Kills
Play about 9 more ViBlade games. Expect roughly 15 to 25 kills per minute, so 40 to 100 minutes in total. Any melee kills from the optional ViBlade Killcount variant also count.
▶Deathmatch Games Counter
All the Deathmatch sessions so far have counted, which comes to about 41 games if you followed the setups above. Finish whatever is left with very short games.
▶Played 10 Deathmatch Games
Unlocks during the Capture the Flag games.
▶Played 100 Deathmatch Games
Expect about 59 more short games after the sessions above. Use the setup below.
▶Played 1000 Deathmatch Games
Set up Team Killcount on Old Town in its small size with these settings:
- All weapons set to RCP-90, random spawns, and a points limit of 5
- 15 bots, split 8 per side
- Your team: you plus 7 Feud bots on Dark Agent difficulty
- The other team: 8 Vanilla bots on Secret Agent difficulty
Most matches end in about 5 seconds, and some take up to 10. Continue straight into the next game from the results screen. As long as you don't turn the game off, there is no further menu work. After the earlier sessions you need roughly 959 more games, which takes about 6.5 to 8 hours.
▶DarkOps: Infection
DarkOps modes add a second counter, games played, which climbs in every DarkOps session.
▶10 Players Infected
Set up Infection on Urban in its small size with these settings:
- 15 bots on Agent difficulty
- A 10-round limit with 2-minute rounds
- 15,000 starting credits
- No points limit
How kills count:
- Only kills on uninfected players count, and killing uninfected teammates counts too.
- Kills on skeletons (already-infected players) don't count.
How to play each side:
- While infected: headshot humans at range and melee them up close.
- While human: buy the Plasma Rifle and blast your own side, or lay mines in the alley under the spawn building.
Never quit mid-game. Avoid killing yourself, since that is reported to erase the game's progress. One game gives roughly 45 to 70 infections, so this unlocks after the first game.
▶100 Players Infected
Comes in the second or third game.
▶1000 Players Infected
Expect it somewhere between game 15 and game 23. Each game takes about 20 minutes, so budget 5 to 8 hours.
▶DarkOps: Sabotage and Onslaught
Both modes use a second controller as the opposing team, with no bots. Move the second controller at least once per round, and keep it connected, or the match ends early.
▶10,000 CR Property Destroyed
Set up Sabotage on Urban with a round limit of 2 and a round time of 5 minutes. Put yourself on Team Dark and the second controller on Team Datadyne. Each game has one defending round and one attacking round:
- Defending round: run over and kill the idle opponent to end the round quickly.
- Attacking round: destroy every piece of property, worth about 11,200 CR.
Unlocks after the first game.
▶100,000 CR Property Destroyed
Nine attacking rounds only just clears 100,000 CR, so missing a single prop in any round means you need a 10th game. Play 8 more games the same way, then a 10th if it hasn't unlocked.
▶10 Minutes Survived
Minutes only count while you are defending. In Onslaught, the defending team has one life each and wins by surviving longest, while the attackers respawn without limit. Set up Onslaught on Urban in its small size with these settings:
- No bots
- Onslaught type "longest at the end"
- A round limit of 1 and a 10-minute round time limit
- You on Team Dark and the second controller on Team Datadyne
After the countdown, move both controllers once, then let the clock run out without the attacker touching you. Each game adds 10 minutes. If the HUD shows you as the attacker, or 10 Minutes Survived doesn't unlock after the first game, swap teams and try again.
▶100 Minutes Survived
Play 9 more games with the side that worked, for 10 in total, which is about 2 hours of mostly idle time.
▶DarkOps: Eradication and the Games Counter
Save this for last. Rounds Survived only counts Eradication rounds, so about 1,000 Eradication games remain however many other DarkOps games you have played. Those same games finish the DarkOps games counter along the way.
▶10 Rounds Survived
Set up Eradication on Old Town with these settings:
- Level variant "Base 1 & 3 Open"
- 15 bots: 14 on Dark Agent difficulty on your team and 1 on Agent difficulty on the other
- A round limit of 1
Your bots win each round in moments. Stay alive and out of the fight, since it is untested whether a round counts if you die before your team wins it. Press B and then START about once a minute to roll into the next game. Each game adds one round, so this unlocks after game 10.
If the Facility map (from the free Map Pack Two) is in your map list, there is a faster alternative. Backward-compatibility players may already have it, so just check. It can no longer be newly acquired through the Xbox 360 Marketplace, but if you previously claimed Map Pack Two you may still be able to re-download it. Old Town remains the guaranteed route. Use Facility in its small size with these settings:
- 7 bots: 6 on Dark Agent difficulty on your team and 1 on Agent difficulty on the other
- A round limit of 1 and a 5-minute round time
- Every weapon disallowed except the Jackal
Games last up to about 30 seconds. Use one setup or the other; don't mix their settings.
▶100 Rounds Survived
Unlocks after game 100 of the same loop.
▶Played 10 DarkOps Games
Unlocks during your first DarkOps sessions (Infection, Sabotage, and Onslaught).
▶Played 100 DarkOps Games
Infection, Sabotage, and Onslaught add up to about 34 to 43 games, so this lands roughly 57 to 66 games into the Eradication loop.
▶Played 1000 DarkOps Games
Lands about 34 to 43 games before the end of the Eradication loop.
▶1000 Rounds Survived
Unlocks at Eradication game 1,000. The Old Town loop takes about 17 hours in total, and roughly 8 to 10 hours with the Facility setup. This is the final achievement.