Zero Parades, much like its spiritual predecessor Disco Elysium, is a very dense game. Dense in terms of worldbuilding, in terms of emergent gameplay, and branching paths. Not to mention the sheer density of wacky and surreal moments that are one risque dialogue choice away.
Which means that before you’re even one day into the action, you’ll have more threads to pull than your most raggedy, forgotten Christmas jumper.
Naturally, in a game such as this, all the choices are your own, and you can pick and choose what loose ends you want to tie up. But, to help you figure out exactly what you want to do, we have compiled a quick guide highlighting the things you should consider doing as you step out into Portofiro for the first time.
Note: While there are a lot of loose ends and difficult skill checks that can be worth your time. We are including only realistic options that should be addressed right away. We are also only providing nudges in the right direction, rather than outright guides and spoilers.
Lower Your Anxiety

Pretty much no matter what you do in the opening salvo of Zero Parades, by the time you’ve examined your unfortunate double, you’ll be teetering on the edge of a nervous breakdown. Something that can lead to a stat decrease if you’re not careful.
So, the best thing that you can do in this situation is find something that can decrease your anxiety. Alongside your Fatigue and Delirium stats, if you managed to work those up to.
There are a lot of items dotted around the city, like smokes, alcohol, drugs, and confectionery, that can be consumed to jury-rig your stats to an acceptable level. However, some work better than most, and the best ones, like Goat Eye’s Prehistoric Weed, for example, will cost you Sol.
Or alternatively, you can try and follow conversational threads that are likely to calm Hershel down, such as a sultry talk with Duchess, for example.
Hit The Bazaar

Just in case you hadn’t got all the not-so-subtle hints the game throws at you, I’ll reiterate. The game really wants you to head to The Bazaar first. Which, in fairness, isn’t a bad plan, as it’s the social epicenter of the map during your first day, and where you’ll gain your first leads on your double.
Just down the hill from the 24-Hour-Foto shop, you’ll find the Bazaar, where you’ll be able to talk to children about heart-chamber wolves and begin your cup collection obsession. Begin your hunt for a missing father, talk to Carmuna about the ‘aerial creep’. Plus, talk to a format-obsessed man who may have some details on your comatose friend.
All this, and you’ll be able to buy some bootleg tat, if that’s your thing. It’s a great starting point from which your manic corkboard of clues can expand.
Use The Miracle Line

I’ve already mentioned Duchess, which leads me to discuss The Miracle Line. A fabled phone line that’s located in The Backways. Here, if you visit during the day, you’ll be able to talk to some seedy former pilots and even beat on a horny businessman if you’re so inclined.
However, if you come during the night, you’ll be guaranteed some free time with the phone where you can get your jollies off.
This is a great way to lower your various statuses, as the positive effects tend to outweigh the negative, as Duchess always knows what you need. So, if you’re on the edge of a stat decrease, the Miracle Line will provide.
Head To The Bar

Admittedly, this feels like breaking sequence, as The Man With No Heart, or Huazman, isn’t all that keen to share info until you too are up to speed. But, regardless, it’s a good place to visit on your first day.
Partly because if you can pass his checks and navigate the conversation deftly, you’ll gain some information on his motives, the Opera, and what’s going on in Portofiro. But also because this place is a great source of early-game money.
Speak to the bar woman, and if you offer to work and lend a hand. You’ll be able to sacrifice four hours of your time for a very welcome 30x Sol. A cash injection that will allow you to buy some nifty gear.
Deal With The Aerial Creep

To up your skills, you need to gain XP. An RPG staple. But unlike most RPGs, the quests within Zero Parades are less linear, more shrouded in mystery, and take longer to check off. Which means XP is initially a little hard to come by.
However, as mentioned, when you talk to the clothes dealer in The Bootleg Bazaar, Carmuna, you’ll have the option to climb up the nearby tower and see what the supposed creep is up to.
This area is easy to reach, as you can circumnavigate the locked gate by heading through the Docks, and when you climb up there, you can quickly clear up the situation, report back to the clothes dealer, and you’ll even get a garment alongside XP as a reward. Quests take a while, but this one is a quick and easy one to check off.
Get A Doctor’s Appointment

One of the most memorable moments of my playthrough in it’s entirety has been my encounter with Dr Gonza, perhaps the most unhinged video game doctor I’ve met since Steinmann in the original Bioshock.
You won’t be able to access his practice until nighttime, so feel free to leave this one until you handle everything else on this list. But when you do, head for Party Alley and find this madman, because the rewards for doing so, if you match his energy, are pretty worthwhile.
Not only can you further your investigation as to what happened to your catatonic partner. You can also get your hands on a Prybar, and gain access to a wealth of top-grade narcotics, provided you have the Sol to pay for them.
Plus, in terms of sheer manic, comedic value, he’s worth visiting for the spectacle alone.

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Speak To The Boatman

I save this one for last, simply because following this thread will push the story onwards, open up the map further, and give you a lot more investigative options. So it’s best to thoroughly explore before pushing forward with this one.
The boatman is a shady-looking figure you’ll find at The Docks. You might need to go back and forth between him and the music salesman in the Bazaar, but if you do, it will become clear that he has some key info you need on your assignment, and one of your old friends.
Speaking with them will give you access to Tempo’s office, open new threads regarding the Weeping Eye, and eventually lead to a thrilling encounter with the strange, brightly dressed photographer in The Bazaar. Ultimately leading to your encounter with Yana.

