----------------------------------------------------------- Go west, young man! _____ _____ _____ _ _ _ _ / ____| ___ | __ \ ____ /\ | __ \ _____ | | _____ | || \ | || | __ / _ \ | | | || __| / \ | | | || __ \ | | / ____|| || \| || | |_ | \/ ) | | | | || |__ / /\ \ | | | || |__) || || (___ | || . ` || |__| | / / | |__| || __| / ____ \ | |__| || _ / | | \___ \ | || |\ | \_____| / /_ |_____/ | |__ /_/ \_\|_____/ | | \ \ |_| ____) ||_||_| \_| |____| |____| |_| \_\ |_____/ _____ _____ _ _ _____ __ _ __ _____ __ __ _ ______ ____ / // // __/\ \ / // // / | |_/ /\ \ \____ \\ \ \ \ | |\ \ \_\ \ _| /_//_//___/ \__\/__//_//_/ |___-__\ \_\ ____\_\\_\ \_\|_| \_\___\ \_\ - - C A S E W E S T - - ------------------------------------------------------------------------------- Homepage: http://www.berserkersblog.blogspot.com Youtube: http://www.youtube.com/BerserkerSTARS - - - Started: 12/26/10 Completely finished: -- Last update: 1/6/10 Version: 1.00 - - - Authored by: Berserker (Berserker_Kev) Email: berserker_kev(at)yahoo(dot)com - - - This document Copyright 2010 Kevin Hall (Berserker) Dead Rising 2 Copyright 2010 Capcom Ltd. ------------------------------------------------------------------------------- =-=-=-=-=-=-=-=-=-=- - T A B L E O F C O N T E N T S - -=-=-=-=-=-=-=-=-=-=-= -- Press Ctrl + F and type in the code listed beside each section for -- - quicker navigation through the guide - --- --- Section I: Introduction . . . . . . . . . . . . . . . . . . . . . . [IN00] Section II: Basics . . . . . . . . . . . . . . . . . . . . . . . . . [BS00] Section III: Walkthrough . . . . . . . . . . . . . . . . . . . . . . . [WT00] -- Case 1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [CS00] - Case 1-1 - Frank's Source . . . . . . . . . . . . . . . . [CS1-1] - Case 1-2 - Access Codes . . . . . . . . . . . . . . . . . [CS1-2] -- Case 2 - Case 2-1 - Chuck's Evidence . . . . . . . . . . . . . . . [CS2-1] - Case 2-2 - Infiltration . . . . . . . . . . . . . . . . . [CS2-2] - Case 2-3 - Regroup . . . . . . . . . . . . . . . . . . . . [CS2-3] -- Case 3 - Case 3-1 - The Way Out . . . . . . . . . . . . . . . . . . [CS3-1] - Case 3-2 - Blackout . . . . . . . . . . . . . . . . . . . [CS3-2] - Case 3-3 - Secure Lab . . . . . . . . . . . . . . . . . . [CS3-3] Section IV: Lists . . . . . . . . . . . . . . . . . . . . . . . . . . (LI00] - Combo Weapon List . . . . . . . . . . . . . . . . . . . . . [CW00] - Notebook List . . . . . . . . . . . . . . . . . . . . . . . [NL00] - Full Timeline List . . . . . . . . . . . . . . . . . . . . [TL00] - PP Sticker List . . . . . . . . . . . . . . . . . . . . . . [PP00] - Security Camera List . . . . . . . . . . . . . . . . . . . [SC00] - Item List . . . . . . . . . . . . . . . . . . . . . . . . . [IL00] - Weapon List . . . . . . . . . . . . . . . . . . . . . . . . [WE00] Section V: Achievements . . . . . . . . . . . . . . . . . . . . . . [AC00] Section VI: Credits . . . . . . . . . . . . . . . . . . . . . . . . . [CR00] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= [IN00] ------------------------------------------------------------------------------- I N T R O D U C T I O N ------------------------------------------------------------------------------- One has covered wars... The other is quite good with duct tape... They share one thing in common... They both know their way around a zombie or two. During the events of the Fortune City incident, Chuck Greene managed to save several survivors during a zombie outbreak in Fortune City, Nevada. While trying to join the fellow survivors in their escape, Chuck was cornered in an elevator by a zombie TK. TK had been infected by the zombie virus while trying to escape the Safehouse and Chuck refused to give him Zombrex. TK dragged Chuck into the elevator as the rescue helicopter left without Chuck. While struggling with the zombie, Chuck is saved by Frank West shortly after the elevator doors open. After a bit of explaining, Frank offers to take Chuck to the nearest Phenotrans Facility in order to help clear Chuck's name and get a good story to afford more Zombrex for Frank's own zombie virus. Frank and Chuck infiltrate the Phenotrans facility and then get caught up in a new zombie outbreak inside. This guide covers the full game of Case West. I have a few videos for it up on my youtube page as well. If you have any questions then feel free to email me or message me over Xbox LIVE. My gamertag can be found on my youtube page. Please, no friend requests. - BK =============================================================================== -- Dead Rising 2: Case Zero FAQ/Walkthrough: http://www.gamefaqs.com/xbox360/989132-dead-rising-2-case-zero/faqs/60812 -- Dead Rising 2 FAQ/Walkthrough: http://www.gamefaqs.com/xbox360/957985-dead-rising-2/faqs/61263 -- Dead Rising 1 Featured Guide on Cheat Happens: http://www.cheathappens.com/features/dead_rising/dr_index.asp =============================================================================== -- Version History Version 1.0 (January 3, 2011) - Still completing a few sections at the moment. Some areas are still blank, but the walkthrough is all done! Version 1.0 (January 6, 2011) - Added Frank's move list to the Basics section and corrected a few minor errors. A full timeline of all cases and missions is now in the List section as well. [BS00] ------------------------------------------------------------------------------- B A S I C S ------------------------------------------------------------------------------- Basic Controls: X - Attack Y - Command B - Pickup Item/Weapon/Cancel A - Jump RB - Cycle through inventory of multiple items LB - Cycle through inventory of multiple items RT - Toss/Fire in aiming mode LT - Aiming mode LS - Dodge Roll (once it is unlocked) RS - Recenter camera Start - Pause Menu Back - Map L thumbstick - Move Chuck R thumbstick - Rotate Camera D-pad up - Unequip Current Item/Weapon D-pad down - Drop Item/Weapon D-pad right - N/A D-pad left - Wristwatch (current game time) ====== SAVING ====== Chuck and Frank can stop by any restroom in order to save the game. There are several restrooms throughout the Phenotrans Facility in Case West. If you look at the map of Fortune City, they are labeled with an "[S]" icon. A player has access to a total of three save slots. Make sure to make multiple saves. If you choose to continue with the main story and make a save to where you cannot continue the main story due to time issues, and you do not have an extra save slot, then you'll have to restart the game from the pause menu. =========== LEVELING UP =========== Chuck and Frank will become more powerful as they gain Prestige Points (PP). As they level up, they will gain access to new combo cards, new attack moves and their stats (attack power, attack range, etc.) will rise in level as well. Saving survivors and using dynameat and a hail mary against zombie crowds are the quickest ways to level up quickly in Case West. _ _ _ _ _ _ _ ATTACK |_||_||_||_||_||_||_| Chuck and Frank's attack attribute refers to how much damage they will take off from an enemy per hit. Chuck and Frank will take off more damage with bare hand and weapon melee attacks as this stat levels up more. ___ ___ ___ SPEED |___| |___| |___| Chuck and Frank's speed attribute refers to how fast they will move while running. As the stat levels up, Chuck and Frank will begin to move quicker as they run. _ _ _ _ _ _ LIFE |_| |_| |_| |_| |_| |_| _ _ _ _ _ _ |_| |_| |_| |_| |_| |_| Chuck and Frank's life attribute refers to how much damage they can take before dying. Their health bar is displayed below the PP gauge on the left side of the top portion of the screen. They can have a max of 12 units of health once this attribute is fully leveled. _ _ _ _ _ _ ITEM STOCK |_| |_| |_| |_| |_| |_| _ _ _ _ _ _ |_| |_| |_| |_| |_| |_| Chuck and Frank's item stock attribute refers to how many items they can hold in their inventory. An item will be in their inventory from the moment that they pick up an item. Some items can be stored in their inventory and some are too big to store. Chuck and Frank can have a max of 12 inventory slots at full level. With a full 12 items, Chuck and Frank must keep one of those items equipped or else they will drop the item. Basically, their hands are their 12th inventory slot. _ _ _ _ _ THROW DISTANCE |_| |_| |_| |_| |_| Chuck and Frank's throw distance attribute refers to how far they will toss a weapon while throwing it. Hold the LT/L2 button then tap the X/[] button and Chuck and Frank will usually toss any melee weapon. This stat refers to how far they will toss the weapon after aiming. ================== MAINTENANCE TABLES ================== There are several maintenance rooms found around the Phenotrans facility. Maintenance Rooms are marked on the map by a blue wrench icon. Each area usually has at least one maintenance room. Maintenance Rooms are marked by their red double doors when Chuck and Frank are searching an area for one. Each maintenance room contains a maintenance table that Chuck and Frank may use to combine items and weapons. Only weapons and items with a blue wrench icon may be combined. A player will get the "Combine" action while standing near the maintenance table when an item/weapon can be combined with the current item/weapon on the table. Place a weapon on the maintenance table then place another weapon on the table to combine them. ============= SCRATCH CARDS ============= Chuck and Frank will gain a scratch card per weapon combination that he makes without having a combo card prior to combining the two weapons. A scratch card will remain as a scratch card until Chuck and Frank gain the combo card for that particular weapon. While only having a scratch card, some attacks cannot be used per combo weapon and Chuck and Frank will not gain the full PP amount per attack for that combo weapon. =========== COMBO CARDS =========== Combo cards display weapons that can be combined to make a new combo weapon. In order for Chuck to use all attacks per weapon and gain the full PP amount per attack, he must gain the combo card for that particular weapon. Chuck and Frank will sometimes gain a new combo card per level gained. The laser gun combo card is the only card gained from survivor in Case West. Chuck and Frank will start with 10 combo cards from the beginning. These 10 combo cards are taken directly from Dead Rising 2. Three combo cards are exclusive to Chuck and three are exclusive to Frank. Whenever a character uses a certain weapon, that is not exclusive to him, no matter if he has the combo card or not, that character will not receive the full PP amount and that character will not be able to perform all weapon moves. Here is the way the combo weapon exclusiveness works: Chuck combo cards - Impact Blaster, Lightning Gun, Shocker Frank combo cards - Reaper, Sterilizer, Zap N' Shine For example, a player must play as Frank to perform the Reaper's alternate attack and gain full PP value per zombie kill with that weapon. Frank will gain 1,000 PP per zombie with the Sterilizer while Chuck only gets 500 PP per kill also. These are just a few examples. ============================ CONTROLLING FRANK WITH CHUCK ============================ In a single player game, Frank will always follow right behind Chuck. Frank is basically Chuck's survivor throughout all of Case West. Frank cannot take damage - he is invincible. Chuck can call out to Frank to make him move toward Chuck by pressing the Y button. GIVING FRANK WEAPONS... In single player, Frank will automatically start with a baseball bat that takes very little damage, but it gives him more range with his attacks. His baseball bat will eventually break but it will continue to respawn in his hands over and over a few seconds after it breaks. The baseball bat is Frank's default weapon and it cannot be taken from him. Chuck can give Frank several other weapons. Chuck can give Frank normal weapons or combo weapons. Frank will give Chuck any of his equipped weapons except for the baseball bat when Chuck gives Frank a weapon. The weapons that Frank use will still have the same durability as they do with Chuck. Weapons will still break in Frank's hand after their durability is used up. It's very important to keep Frank equipped with a good weapon when entering an area with many human enemies or right before the final boss battle. Frank can help out a great bit when equipped with a powerful weapon. CHANGING FRANK'S OUTFITS... With Chuck, hold the LT button and target an outfit that is in the area then press the Y button in order to make Frank change into the targeted outfit. Frank can change into his default clothes back in the Shipping Office. ===== JUICE ===== Just like in the original Dead Rising, a player can use mixers/blenders to mix food items and create different types of juice such as the randomizer or pain killer. The results will vary depending on the food items mixed. Blenders are found in only a few locations in Case West. Mixer/Blender locations: Cafeteria (Living Quarters) Secure Laboratory In Dead Rising 2: Case West, there are 9 different types of Juices that Chuck and Frank can mix up and drink. Here is a list of them along with a few combinations: (many of these combinations can be used in the Food Court) -- Energizer (Green) Effect: Chuck and Frank will not lose health for a short period of time when grabbed or attacked. Mixtures: Apple + Whiskey Nectar + Spitfire -- Nectar (Orange) Effect: Attracts Queen Bees toward Chuck and Frank when one is in the area. Mixtures: Orange Juice + Orange Juice Orange Juice + Snack Apple + Apple -- Pain Killer (Light Blue) Effect: Raises Chuck and Frank's defense significantly. They will take very little damage while a Pain Killer is in effect. A Pain Killer will also immediately cure a stomachache (from Randomizer or alcohol consumption). Mixtures: Coffee + Coffee Whiskey + Whiskey Whiskey + Soda -- Quick Step (White) Effect: Chuck and Frank will move much faster than normal. Mixtures: Rations + Rations -- Randomizer (Black) Effect: Gives Chuck and Frank a stomachache and causes them to vomit. Mixtures: Cooking Oil + Cooking Oil Cooking Oil + Any other food item -- Repulse (Purple) Effect: Zombies will not be attracted to Chuck and Frank. They will ignore him. Mixtures: -- Spitfire (Blue) Effect: Causes Chuck and Frank to spit flames. While unequipped, hold LT and tap X to spit. Mixtures: Soda + Soda Orange Juice + Soda Snack + Snack Ketchup + Mustard -- Untouchable (Red) Effect: Zombies cannot grab Chuck and Frank. Mixtures: Baguette + Baguette Pie + Pie Soda + Snack -- Zombait (Pink) Effect: Attracts zombies' attention toward Chuck and Frank. Mixtures: Jellybeans + Jellybeans Large Soda + Ketchup Large Soda + Jellybeans ====== STOVES ====== A player will find five stoves inside the kitchen area in the Cafeteria. These can be used to heat pans. Set a pan on the stove and wait for it to turn red. Chuck and Frank will gain a 1,000 PP bonus for using the stove and the pan will gain an extra attack once the character picks it up. Press and hold the X button to make Chuck or Frank shove the pan into a zombie's face and fry it. The durability of the pan will also increase while it is heated. ========= SURVIVORS ========= Chuck and Frank will eventually run into survivors in the Phenotrans facility. Unlike other Dead Rising games, the survivors in Case West require no escort. Once Chuck and Frank perform the required task, the survivors will escape the facility on their own and a player will receive a "save bonus" PP amount. ====== CAMERA ====== Chuck and Frank both have cameras in Case West that can be equipped by holding LT and pressing RB. This will enter a camera view mode. Frank has a big camera much like he had in the original Dead Rising and Chuck has... some sort of el' cheapo disposable camera. The controls for the camera are as follows: Hold LT + press RB = Equip camera A = Zoom in B = Zoom out X/RT = Take picture Chuck and Frank can take snapshots and each picture will be saved under the "View Picture" menu under the pause menu or title screen menu. Only 15 pictures will be saved on the menu at a time. Once the menu holds 15 pictures, some of the pictures must be deleted by tapping the X button while highlighting them and confirming the deletion. If the menu becomes full, a player will not longer be able to take snapshots with the camera. Pictures can be kept in the menu by pressing Y over them to lock them onto the menu. A player can't accidentally delete a picture while it is locked. The main reason to take pictures is to take snapshots of PP Bonus Stickers. These white stickers will give a player 1,000 PP and photographing all of them will give a player the Professional Photography achievement. No PP can be gained from taking pictures of enemies or objects. There are no emotional shots for extra PP in Case West like in the original Dead Rising. ==== TIME ==== A player can pull up Chuck or Frank's wristwatch by pressing D-pad (Directional pad) left at any time during gameplay. Keeping track of the current time is vital to performing cases and extra missions in the Phenotrans facility. A player is not invincible while in wristwatch view. If a zombie is nearby, it can still grab Chuck and Frank at that time. Always view the wristwatch when your character is in a safe area or at a distance from zombies! When a player brings up Chuck and Frank's watch, a list of the current cases and extra missions will be displayed on the right hand side of the screen. They will have a bar below them that gives an idea behind the time limit of each task. White = 4+ hours left Yellow = 3-4 hours left Red = 1-2 hours left Tasks that have a Yellow bar will have a total of 4 hours remaining when the bar first turns yellow and tasks with a red bar will have a total of 2 hours remaining when the bar first turns red. The bar will continue to decrease with the passage of time and the message will eventually expire if your character does not reach the area of the case or mission. Nighttime will occur between the hours of 7:00pm and 7:00am. Whenever Chuck and Frank kill zombies with a Queen, the zombies will release a glowing green larva during the nighttime hours. ========== CASE FILES ========== Case Files are story missions that Chuck and Frank must complete to finish the main story of the game. Chuck and Frank must perform each Case File successfully before the deadline associated with each case or else the game will end! In Case West, a player cannot fail a main story case and still continue with the rest of the game. Case West requires a player to perform each Case File successfully. Failure to complete a case file before the deadline will result in a cutscene of Chuck and Frank being captured. A player can only restart the main story, load a prior save or quit the game once a case file is failed. Case Files can be examined by pausing the game and selecting "Case Files" on the pause menu that appears. A player will be able to view Case Files that have already been solved along with the current case. ================ CHUCK'S MOVE SET ================ Chuck will start out or gain the followings melee moves throughout the course of the game as he levels up through PP earned. He will gain new moves at random. There is no pattern to when he will gain a new move. Chuck will automatically start the game with the Spit, Punch and Push moves. -- Spit (Hold LT then tap X) While unarmed, hold the LT button to aim then tap the X button to make Chuck perform a short range spit. The spit can be used to stagger a zombie. If Chuck drinks a Spitfire mixture (mix it at a blender) then he will spit flames and this will make zombies catch on fire while in close range to Chuck. -- Punch (Press X) Tap the X button while unarmed to make Chuck punch. Keep tapping the button to make him throw right and left punches. -- Push (Run against a zombie) Whenever Chuck runs directly into a zombie, he will sometimes stop suddenly as if startled. After doing this, he will push aside zombies that are near him for a short while as he runs through a crowd or as he runs by a single zombie. The startle animation does not need to be triggered however. After running against a zombie for basically a full second, Chuck will begin to push aside any zombie near him. Chuck needs to run against a zombie to start the full shoving animation. In order to make Chuck push constantly, he must run into several zombies in a row. The moment that he stops moving against a zombies for a second after he begins showing, he will have to not push them aside and will have to go into the startle animation again. -- DDT (Escape quickly when grabbed from in front) Immediately escape from a zombie grab from the front by shacking the left thumbstick right after being grabbed and Chuck will slam the zombie's head into the floor and make its head explode. This move has to be done instantly as if you are expecting the grab basically. -- Backdrop (Escape quickly when grabbed from behind) Immediately escape a zombie grab from behind by shaking the left thumbstick right after being grabbed and Chuck will perform a backdrop on the zombie that grabbed him and crush its head. This move has to be done instantly as if you are expecting the grab basically. -- Jump Kick (Tap A to jump then press X) Tap the A button to jump into the air then tap the X button to make Chuck unleash a kick in mid-air. This can work well for knocking a zombie straight to the ground. -- Curb Stomp (Hold RT then press A) Hold RT then tap the A button to make Chuck stomp the ground. This is useful when a zombie is knocked to the ground in any way. Chuck can run up to the zombie and perform a curb stomp, which will instantly kill it. -- Front Kick (Hold RT then press X) Hold RT then tap the X button to make Chuck perform a frontal kick that will knock down any zombie in his way. This move usually doesn't have the power to kill a zombie, but it is a perfect move to set a zombie up for one of Chuck's ground moves. -- Dodge Roll (Push in on LS then press in any direction with the thumbstick) Push in on LS then tap in any direction to make Chuck tuck and roll in that direction. This move can be very useful for dodging any kind of projectile or incoming attack quickly. -- Double Leg Drop Kick (Tap A to jump then press and hold X) Tap the A button to leap into the air then press and hold the X button to make perform a double leg kick in the air. Chuck will fall to the ground back first and have to recover a bit from the attack. This attack can be very damaging at full level and it hits multiple targets at once if aimed properly. This is definitely one of Chuck's best melee attacks without a weapon. -- Foot Sweep (Hold RT then press and hold A) Hold RT then press and hold A to make Chuck perform a sweep kick. This move is good for knocking zombies off their feet and it can be good for setting zombies up for Chuck's ground moves. Since Chuck takes a while to recover from the full sweep, he will not be able to attack instantly after the move however. -- Elbow Drop (Tap A then quickly hold RT and press X) Tap the A button to leap into the air then quickly hold RT and press the X button and Chuck will hold out his elbow as he falls to the ground. This move has a bit more range than expected. It can kill a whole crowd of zombies at once if they are close together. The move is usually instant kill to any zombie. It's a real good attack overall. NOTE: While falling from a high ledge, Chuck can perform an elbow drop and avoid taking damage from the fall. -- Haymaker (Press and hold X) Press and hold the X button and Chuck will leave and perform a much more powerful punch then normal. He will charge the punch slightly then lean forward and attack with a hook. This punch has the potential to kill a zombie with one hit, but it doesn't always kill. Chuck can hit multiple zombies with a Haymaker. It has some decent range. One really bad flaw with this attack is that Chuck has not invincibility while preparing the punch. A zombie can grab him while he charges. It seems a bit unfair compared to the invincibility that Chuck gets during his other moves. Either way, it's fun to perform a move named after a popular Resident Evil character. If you know the author of this guide at all by visiting my youtube page or Biohazard Mercenaries then you will know that I really like the REDFIELD PAWNCH! -- Field Goal (Hold RT then press X while standing over a zombie's head) Once a zombie has fallen to the ground, stand over its head then hold RT and press the X button to make Chuck kick its head. Usually the zombie's head will get kicked off the body when Chuck performs this move. Chuck will gain 25 PP for performing this move on a zombie. Chuck's Foot Sweep is the perfect move to use in order to set up this move. It's like this move is actually a part of the full combination in a way (Foot Sweep + Field Goal). Chuck can also perform this move on zombies that are already lying dead on the ground. Just walk up to them and kick their head off. It's not useful by then but still amusing. He will still gain the 25 PP from performing the move on a dead zombie as well. -- Smash (Hold RT then press and hold X) Hold RT then press and hold the X button while right next to a zombie and Chuck will grab the zombie's head and toss the zombie to the floor headfirst. If the grabbed zombie's head hits any type of surface such as a railing, item, another zombie, or a wall then that zombie's head will instantly explode. The smash move will sometimes randomly shatter a zombie's head but not very often unless the zombie's head is aimed at an obstacle. The smash skill can kill weaker zombies with one grab but some zombies can survive a smash. Chuck will get 75 PP per kill from this move. Chuck can grab a zombie from the back of its head or the front of its head depending on the side of the zombie that Chuck is on. The power of the move will not change and it will still look the same basically. -- Hands Off (Hold RT then press B) Hold the RT button the tap B while standing next to a zombie and Chuck will grab the zombie's arms and push against its chest with his leg until the zombie's body gets separated from its arms while Chuck still holds onto them. Obviously, the hands off grab is an instant kill. This move is truly brutal, which makes it very fun to do! Chuck will gain 200 PP for performing this move. Much like the smash, Chuck can perform this move from the front or the backside of a zombie. The animation will differ slightly depending on which side Chuck is on, but the move still looks basically the same. Keep in mind that Chuck is invincible the moment he grabs a zombie's arms. This can be a good move to use while in the middle of a crowd. The body that Chuck kicks away can knock down other zombies as well. NOTE: While Chuck is picking up the body, a player can aim the direction that he performs the kick by moving the left thumbstick. -- Power Bomb (Hold RT then press B (while standing over a zombie's feet) Once a zombie has fallen to the ground, stand over its feet then hold RT and press the B button to make Chuck grab the zombie's legs and lift it up then slam (power bomb) the zombie head first into the ground. This move will make the zombie's head explode and instantly kill it. It will also give Chuck 200 PP per kill. The best setup for this move is Chuck's Front Kick or Jump Kick since the zombie's legs will be facing Chuck afterwards. Chuck is invincible the moment that he begins to pick up the zombie by the legs. The move can knock away any zombie that is hit while he raises the grabbed zombie and any zombie that is hit while he slams the grabbed zombie. NOTE: While Chuck is picking up the body, a player can aim the direction that he performs the power bomb by moving the left thumbstick. -- Pick Up (Hold RT then press and hold B) Hold RT then tap and press and hold B to make Chuck grab a zombie then lift the zombie over his head. While holding the zombie, Chuck can walk around with it over his head. Press any button while Chuck holds the zombie to make him toss it. Chuck can toss the zombie at other zombies. Both the zombie that is grabbed and the zombie that is hit will be instantly killed. Zombies that are hit by the thrown zombie will give Chuck 50 PP each. It should be noted that Chuck is invincible during the entire grabbing animation. The whole time that he lifts a zombie, he is completely invincible. The Pick Up is an excellent move for zombie crowds since it can it can kill an entire group at once. ================ FRANK'S MOVE SET ================ NOTE: While on the status screen of Chuck in single player, tap the Y button when "skills" is highlighted to see Frank's skill lists. -- Spit (Hold LT then tap X) While unarmed, hold the LT button to aim then tap the X button to make Frank perform a short range spit. The spit can be used to stagger a zombie. If Frank drinks a Spitfire mixture (mix it at a blender) then he will spit flames and this will make zombies catch on fire while in close range to Frank. -- Punch (Press X) Tap the X button while unarmed to make Frank punch. Keep tapping the button to make him throw right and left punches. -- Push (Run against a zombie) Whenever Frank runs directly into a zombie, he will sometimes stop suddenly as if startled. After doing this, he will push aside zombies that are near him for a short while as he runs through a crowd or as he runs by a single zombie. The startle animation does not need to be triggered however. After running against a zombie for basically a full second, Frank will begin to push aside any zombie near him. Frank needs to run against a zombie to start the full shoving animation. In order to make Frank push constantly, he must run into several zombies in a row. The moment that he stops moving against a zombies for a second after he begins showing, he will have to not push them aside and will have to go into the startle animation again. -- Suplex (Escape quickly when grabbed from in front) Shake the left analog very quickly after being grabbed from Frank's front side by a zombie and Frank will wrap both of his arms around the zombie's chest and suplex the zombie into the ground behind him. This move will instantly kill the zombie and give Frank 50 PP. -- Judo Throw (Escape quickly when grabbed from behind) Shake the left analog very quickly after being grabbed from behind by a zombie and Frank will grab the zombie's right arm and toss the zombie over his shoulder. Frank will pull off the zombies arm in the process and the zombie will automatically die. Frank will gain 50 PP for each kill with this move. -- Jump Kick (Tap A to jump then press X) Jump and tap the X button to make quickly kick while in mid air. Frank's jump kick is much like Chuck's jump kick. It will usually kill off a normal zombie but it takes a few jump kicks to finish off security guards and zombie handlers. -- Punt Kick (Hold RT then press A) Hold RT and tap the A button to make Frank perform a downward kick that will floor a zombie. The kick will not kill off the zombie but it will knock it to the ground. The kick is very weak overall and it will take at least two punt kicks to finish off a zombie. -- Somersault Kick (Hold RT then press X) Hold RT and tap the X button to make Frank perform a flip kick. The kick will decapitate any zombie that is hit while it stands directly in front of Frank. Frank will gain 25 PP per kill with this move. -- Dodge Roll (Push in on LS then press in any direction with the thumbstick) Push in on the left thumbstick and press in any direction to make Frank roll in that direction. This move can be useful for doding any type of projectile or oncoming attack. -- Two Hand Smash (Tap A to jump then press and hold X) Jump into the air and press then hold the X button to make Frank hit a zombie over the head with both hands. This move will kill weak zombies instantly and knock down stronger zombies. Frank will gain 25 PP per zombie kill with this move. -- Football Tackle (Hold RT then press and hold A) Hold RT then press and hold the A button to make Frank crouch down and dash forward to perform a tackle. A zombie can be hit during the dash and the headbutt at the end of the dash. Any zombie hit with this attack will be killed instantly. Frank will gain 50 PP per zombie kill with this move. -- Knee Drop (Tap A then quickly hold RT and press X) Jump into the air and hold RT then tap the X button to make Frank perform a downward strike while falling. This move will instantly kill a zombie and give Frank 50 PP per kill. -- Karate Chop (Press and hold X) Press and hold the X button to make Frank perform a karate chop that will decapitate any zombie that he hits. Just like Chuck's Haymaker, Frank can be attacked or grabbed during the charge time for this move. -- Neck Twist (Hold RT then press X while standing over a zombie's head) Hold RT then press the X button while standing over a grounded zombie's head to make Frank lean down over the zombie's back and grab the zombie around its neck. Frank will pull up on the zombie's head and eventually tear its head off. Frank will gain 200 PP per zombie kill with this move. -- Double Lariat (Hold RT then press and hold X) Hold RT then press and hold the X button to make Frank hold out both of his arm and spin to hit surrounding enemies. This move will instantly kill a zombie that is hit by Frank's fists and Frank will gain 50 PP per kill. -- Face Crusher (Hold RT then press B) Hold RT then tap the B button while standing next to a zombie to make Frank grab the zombie's head then hop and slam its head into the floor. Frank will hit the zombie's head against any object that he happens to move against while falling - such as a table or the edge of a raised surface. Frank will gain 200 PP per zombie kill with this move. -- Giant Swing (Hold RT then press B (while standing over a zombie's feet) Hold RT then press the B button while stand over a zombie's feet once it has been knocked to the ground to make Frank grab the zombie by the legs and swing it around. Any zombie that is hit by the zombie that Frank swings will be killed instantly and Frank will gain 50 PP per zombie kill from the swung zombie. The swing will last for quite a while. Instead of going through the full swing each time, a player can tap the X or B button to let go of the zombie early. -- Pick Up (Hold RT then press and hold B) Hold RT then press and hold the B button while standing next to a zombie to make Frank pick it up. Frank can carry the zombie over his head just like Chuck can with his pick up move. Press the X button to toss the zombie. Any zombie that is hit by the thrown zombie will be killed instantly. Frank will gain 50 PP per zombie kill from the thrown zombie. [WT00] ------------------------------------------------------------------------------- W A L K T H R O U G H ------------------------------------------------------------------------------- [CS1-1] ________ ___ ___ ________________________________________________________ C A S E < / < / Starting Time: 7:00am - Ending Time: ------ ------- / /______ / / --------------------------------------------------------- ______ / //_____// /____________________________ September 29 (Day 1) /_/ /_/ F R A N K 'S S O U R C E \______________________________ ------------------------------------------------------------------------------- STORAGE BAY ----------- Chuck and Frank will start out in the area where they landed when they fell through the ventilation shaft in the final opening cutscene. A whole mob of zombies will be surrounding them both. Don't worry about Frank, he can take care of himself. Frank is actually invincible while playing as Chuck in a single player game. There are a few weapons around the area, and Chuck should grab at least the bowie knife for some upcoming battles, but it's really best to use Chuck's barehanded moves here. Jump toward a zombie crowd and hit them with Chuck's elbow drop (jump then hold RT + press X). Chuck can kill around 4-5 zombies with one elbow drop at times and this will give him some Prestige Points (PP) to start out with for leveling him up. In Case West, Chuck starts at level 40. He will gain quite a number of enhancements as he levels up to level 50 (max level for Case West). Chuck's attributes at level 40 in Case West are equal to Chuck's level 1 attributes from Dead Rising 2, but he still has the majority of his barehanded moves unlocked. The only moves that Chuck needs to unlock again are the Pick Up and the Hands Off. The main goal now is to simply survive for a few seconds. Fight off the zombies until a cutscene triggers. The metal shutter of the red container in front of Chuck and Frank will be open after the cutscene and a legion of zombies will be inside the container. Chuck and Frank must fight through the zombies and open the door of the container from the opposite side. Once again, use Chuck's elbow drop to easily take down the large group of compacted zombies in the container. Try to kill them all with the elbow drop if possible. Time is basically nonexistent during the prologue portion of the game so it doesn't matter how long Chuck and Frank mess around right now. Open the door of the metal container by pressing the B button near the opposite side when it appears while standing near it. LOADING BAY ----------- Look off to the left after dropping to see a security guard that has his back turned while staring inside of the metal container to the left. Walk up to him and hit him with a weapon or hit him over the head with an elbow drop - a perfectly timed elbow drop can instantly kill a guard sometimes. Chuck can pick up the guard's security assault rifle (AR) after killing him - its good to always have one in the inventory for long range shots. Check around the left side of the blue metal container that the guard was standing near and pick up the sledge hammer. The sledge hammer will make a good weapon for the upcoming security guard battles. There is a maintenance room (red double doors) off to the side. If you're unfamiliar with Dead Rising 2 then the workbenches in maintenance rooms can be used to combine some weapons that have a blue wrench icon. Chuck already has 10 combo cards that show a few of the combo weapon combinations from the start. Pause the game and view them under "Combo Cards". Chuck can make the Hail Mary combo weapon inside of the nearby maintenance room. It doesn't really help at the moment, but it can be used later for zombie crowds. Run to the opposite side of the room and grab the sickle weapon inside of the large red container on that side. The sickle weapon is not as powerful as a sledge hammer when up against security guards but it definitely helps with zombies (one hit kill). A player can use a camera to take snapshots of the surroundings by holding LT and tapping the RB button when the camera icon displays on the upper right hand portion of the screen. The controls for the camera are as follows Hold LT + press RB = Equip camera A = Zoom in B = Zoom out X/RT = Take picture The only real reason to take pictures is to gain PP from taking a picture of one of ten PP stickers found around the facility. Photograph them all to unlock the Professional Photography achievement and a 10,000 PP bonus. I'll label all PP Stickers throughout this guide. =============================================================================== PP STICKER 1/10 Location: Loading Bay Details: After Chuck and Frank drop from the red metal container that they open in the prologue, this PP sticker will be on the side of the first blue container off to the right. Climb up on the raised area and the sticker will be on the middle of the blue container. =============================================================================== Rush back toward the other side of the Loading Bay and move up the stairs. Climb the first metal crate and hop up to the blue metal beam against the wall. Climb on top of the air condition unit to the right then hop up to the rooftop of the shipping office. Run to the opposite side and find the shotgun in between some vent shafts on the rooftop then grab it. Fall back down to the stairs on the side that Chuck was on - jump off and perform an elbow drop to keep Chuck from taking damage. The main destination (shipping office) is inside the building at the top. Open the door to trigger a cutscene. SHIPPING OFFICE --------------- Chuck and Frank will be attacked by the two security guards from the cutscene once the cutscene ends. Rush toward them and hit them with the sledge hammer or blast them with the shotgun. Either way it will take two hits. Chuck can perform an elbow drop over a fallen security guard to kill a fallen guard most of the time. It's a good way to finish them off if the move is aimed well. Another cutscene will play once the security guards have been finish off. [CS1-2] ________ ___ ___ ________________________________________________________ C A S E < / |__ \ Starting Time: 7:00am - Ending Time: 2:00pm ------- / /______ __/ /-------------------------------------------------------- ______ / //_____// __/ ________________________ September 29 (Day 1) /_/ /____/ A C C E S S C O D E S \_______________________________ ------------------------------------------------------------------------------- _________________________________ S E C U R I T Y T E R M I N A L \_____________________________________________ ------------------------------------------------------------------------------- SHIPPING OFFICE --------------- A player can pull up the actual case files from the case files menu under the pause menu now. All case files must be completed in Case West or the main game will be failed. Once a case file is failed, a player must restart from a current save or restart the game. A player cannot continue the game after failing the main story unlike other Dead Rising games. The map of the Phenotrans facility can be pulled up from the pause menu or by pressing the back button. The facility has many large rooms that can be hard to navigate so it's a good idea to use the map often. Find the orange juice pickups next to the filing cabinets and the front desk and take them (or at least one). The locker area can be used to switch outfits and change back to default clothes if needed. The Chuck player in single player can give Frank the command to change outfits by aiming and pointing toward some clothes then pressing the Y button to give Frank the command to put them on. There is also a nearby save room in the locker area. Chuck can save his game at a stall inside. To avoid much security guard conflict it's a good idea to leave the shipping office by stepping back through the side that Chuck and Frank entered from. If Chuck and Frank go through the other door they will be ambushed by several security guards while on the top floor catwalks. LOADING BAY ----------- Move down the stairs and head south. Two zombie handlers are now in the Loading Bay. Chuck and Frank can kill them and take their electric prods - they have about the same health as security guards. Move into the Storage Bay to the south. STORAGE BAY ----------- Stay along the west side of the Storage Bay. Move into the Holding Pens area from the Storage Bay while on the west side. =============================================================================== PP STICKER 2/10 Location: Storage Bay Details: Right after moving into the Storage Bay from the Loading Bay, while on the west side, turn around and look on the wall to the right. Find the "KEEP 'EM MOVING" yellow sign that has a row of zombies on it and this PP sticker will be right below that sign. =============================================================================== HOLDING PENS ------------ The Holding Pens area has a security tower in the middle of it with several security guards patrolling around it, so try to stay away from the center of the top floor for now. Move up the first blue staircase in the Holding Pens area. A door will be visible at the top of the stairs off to the right. Open the door and step into the Security Outpost building. HOLDING PENS: Security Outpost ------------------------------ A security guard is inside the control room area off to the left side, so run up to him and kill him with the sledge hammer or other heavy weapon. There is a security guard in the nearby locker room as well. =============================================================================== PP STICKER 3/10 Location: Security Outpost (Holding Pens) Details: Find the blue map on the wall along the north side of the Security Outpost building while inside. This PP sticker is in the center of the blue map. =============================================================================== Move over to the terminal with the keyboard in front of it behind the windows. Chuck will get the "Input Codes" command while standing near the keyboard so input the codes with the command. _________________________ M A I N T E R M I N A L \_____________________________________________________ ------------------------------------------------------------------------------- Frank will mention to Chuck that they need to get to the Server Room. The Server Room is on the first floor of the west side of the Living Quarters. There is an emergency door that leads to the Living Quarters from the Holding Pens area on the bottom floor but a key is required to open it (it's gained later from a survivor). There is also a locked door on the south catwalk outside the Security Outpost that leads to the Living Quarters but it is locked from the other side. Well, damn... Move back out of the Security Outpost for now. HOLDING PENS ------------ Move back down the stairs and run toward the half open entrance to the Harvesting Room in the southeast corner of the Holding Pens area. Several zombies block the entrance, so prepare to run through them or fight them off. .-------------------------------- EXTRA INFO ---------------------------------. | A player can make the Impact Blaster combo weapon at the east maintenance | | room in the Holding Pens area. Combine an impact hammer with a blast | | frequency gun at the east maintenance room to make it. This weapon will | | kill a security guard and a zombie handler with one main attack! | '-----------------------------------------------------------------------------' RESEARCH LAB: Harvesting Room ----------------------------- A zombie handler and a security guard are inside this room. The security guard is on the second floor of the room. Chuck and Frank need to move down the conveyor belt and reach the door on the southeast side then open it. .-------------------------------- EXTRA INFO ---------------------------------. | Press the button on the control panel above the incinerator on the east end | | of the Harvesting Room to start the incinerator and gain a 5,000 PP | | fulfillment bonus. The bonus can only be gained one time per playthrough. | | | | NOTE: The zombies that are burned in the incinerator will not count toward |
| total zombies killed, so kill off the zombies first if you're going for a |
| high zombie kill count. |
'-----------------------------------------------------------------------------'
===============================================================================
PP STICKER 4/10
Location: Harvesting Room (Research Laboratory)
Details: When entering the Harvesting Room from the west side, hop over the
railing to the right then move up to the second floor. Climb on top of the
yellow controls to the right. Hop on top of the grated platform to the left
then climb over to the opposite side of it. There is an orange juice on the
opposite side. Shoot the windows of the second floor corridor directly ahead
then hop and grab onto the side of the corridor.
While in the corridor run to the center of the hallway to the right then stop
and look toward the circular machine (Queen collector) that is suspended on the
ceiling outside the window to the left. This PP sticker is on the lower
portion of the machine. It is to the right of a small orange sticker along the
side of the machine.
A player can also get into this corridor by entering it from the second floor
catwalks in the Research Laboratory to the east of the Harvesting Room.
===============================================================================
RESEARCH LAB: Gas Control
-------------------------
Enter the Cafeteria through the double doors to the west.
LIVING QUARTERS: Cafeteria
--------------------------
The Cafeteria has several food items and the kitchen has one of the few mixers
in Case West as well. Be sure to keep this area in mind for stocking up on
food items. There are some orange juices in the kitchen and one more in the
sitting area if needed.
Enter the Living Quarters to the west.
LIVING QUARTERS
---------------
The Server Room is on the west side of the Living Quarters. Chuck and Frank
will have to fight two security guards that stand watch over the server room
once they make it to the west end.
===============================================================================
PP STICKER 5/10
Location: Living Quarters RR (Living Quarters)
Details: Enter the Living Quarters RR on the first floor of the Living
Quarters. It's best to step in the room from the west side. This PP sticker
is right in the middle of the left Zombrex poster that is hanging on the back
wall. The Zombrex poster has a vial of blue Zombrex that leans against a white
box displayed on the poster.
PP STICKER 6/10
Location: Living Quarters A8 (Living Quarters)
Details: Find the staircase on the west side of the Living Quarters then move
up to Living Quarters A8 then open the door. This PP sticker is on the center
of the poster to the left. The poster has a picture of a blue and red striped
state of Texas on it.
PP STICKER 7/10
Location: Living Quarters X1 rooftop (Living Quarters)
Details: Move up the stairs on the west side of the Living Quarters and go all
the way to the top of Living Quarters X1. There are several tiki torches and
chairs on the rooftop and there is a big tiki figure in the middle. Run over
to the face of the tiki figure then look at it to see a PP sticker on the nose
of the tiki mask.
===============================================================================
LIVING QUARTERS: Server Room
----------------------------
A few zombies are inside the Server Room, but nothing major. Run over to the
controls on the left side of the Server Room then input the codes at this
terminal just like the last terminal.
______________________________________________________
R E T U R N T O T H E S H I P P I N G O F F I C E \________________________
-------------------------------------------------------------------------------
LIVING QUARTERS: Server Room
----------------------------
Now all that's left to do is to get back to the Shipping Office. There is an
upstairs door that Chuck and Frank can unlock that will take them directly to
the second floor of the Holding Pens area. Run up the set of stairs to the
side of Living Quarters RR and move around the west corner of Living Quarters
A8 then unlock the door at the top.
NOTE: Be sure to unlock the upstairs door in the Living Quarters or it will
remain locked. It won't make a sound to confirm that it unlocked while opening
it, but opening it will unlock it for the rest of the game.
HOLDING PENS
------------
Chuck and Frank will step out onto the second floor catwalk in the back of the
Security Outpost in the Holding Pens. Run back through the Security Outpost
and fight off the security guards that have respawned then move to the north
and enter the Storage Bay. Enter the Loading Bay to the north then move up the
steps and your character will be standing in front of the Shipping Office door.
Enter the shipping office to complete case 1-2.
[CS2-1]
________ ___ ___ ______________________________________________________
C A S E |__ \ < / Starting Time: 4:00pm - Ending Time: 5:00pm
------- __/ /______ / / -------------------------------------------------------
______ / __//_____// / _______________________________ September 29 (Day 1)
/____/ /_/ C H U C K ' S E V I D E N C E \________________________
-------------------------------------------------------------------------------
Chuck and Frank are free to do whatever they want to before case 2-1 begins.
Case 2-1 will actually begin at 4:00pm and Chuck and Frank will have to enter
the Shipping Office between 4:00pm and 5:00pm to trigger the cutscene for the
next case.
It would be best to save the following survivors in the facility since Chuck
and Frank should have the extra time to. Alicia can be saved during the
Hernando and Lisa mission to make the saves take up a bit less time.
*******************************************************************************
Starting Time: When case 1-2 ends
Ending Time: 7:00pm (September 29)
Survivors: Hernando, Lisa
Location: Loading Bay
Extras: Emergency Key
Hernando will be on top of a crate next to the big red container in the middle
of the south portion of the Loading Bay once Chuck and Frank exit the Shipping
Office after completing case 1-2. Hernando is surrounded by zombies. Run over
to the nearby maintenance room on the west side of the Loading Bay and make the
hail mary combo weapon by combining the football with the grenade while inside.
Run back outside the maintenance room and toss the hail mary toward the zombie
crowd below Hernando to kill off most of them. Kill off any zombies that
survives the blast or Hernando will ask Chuck to kill them. Climb on top of
the crate and speak with Hernando. Hernando will ask Chuck to find other
survivors around the facility. He will ask him to try to find Lisa. He says
that he last saw Lisa in the Cafeteria.
Save Bonus = 5,000 PP
--> THE SEARCH FOR LISA
This sub mission takes Chuck and Frank on a clue hunting spree. A player must
always go through all parts of this mission before finding the survivor at the
end. The Cafeteria is the first destination.
It's best to go through the Security Outpost in the Holding Pens area and open
the door to the south of it then enter the Living Quarters and then work your
way to the Cafeteria in order to avoid the Security Tower in the Holding Pens
along the way. If Chuck didn't unlock the door behind the Security Outpost in
case 1-2, both characters must enter the Harvesting Room then the Gas Control
and then enter the Cafeteria.
Either way, enter the Cafeteria then step into the kitchen in the back of the
Cafeteria. Collect **A HASTILY SCRAWLED NOTE** from off the counter in the
middle of the kitchen. The note says that Lisa has gone to the Security Tower.
--> THE SEARCH CONTINUES
Run back to the Holding Pens area. Backtrack from whichever way the characters
came from.
Get ready to fight the security guards in the Security Tower of the Holding
Pens area - got that impact blaster? Enter the Security Tower and collect **A
CRUMPLED NOTE** from the northwest counter inside.
--> THE FINAL CLUE
Well, it seems that Lisa has made her way over to the Living Quarters...
basically right where Chuck and Frank just came from. It sounds like Lisa is
going to need a little Air Horn to the face before this mission is all over
with. Backtrack to the Living Quarters area.
Run over to Living Quarters A4 on the first floor of the Living Quarters then
step inside. Lisa is inside and is being attacked by a few zombies. Kill off
the zombies then speak with Lisa. Chuck will bring up Hernando during the
conversation and tell Lisa that Hernando escaped. Speak with Lisa some more
and she will give Chuck the **EMERGENCY KEY**. Be sure to speak with Lisa one
more time to declare her "saved".
Save Bonus = 15,000 PP
The Emergency Key that Lisa gives to Chuck can be used to unlock the double
door emergency exit in between Living Quarters RR and Living Quarters A6 on the
bottom floor of the Living Quarters area. The second floor entrance to the
Holding Pens from the Living Quarters is still closer to the Shipping Office if
Chuck is headed back that way though.
Starting Time: When case 1-2 ends
Ending Time: 9:00pm (Septermber 29)
Survivors: Alicia
Location: Research Laboratory (Zombrex Research Lab)
Extras:
After case 1-2 is completed, Alicia will be in the Zombrex Research Lab in the
Research Lab area. Enter the Zombrex Research Lab and speak with her - she
will be on the south side. She requires an electric prod in order to keep her
safe before she will leave. Give Alicia an electric prod and she will be
saved.
If Chuck doesn't have an electric prod, the closest one that he can get is
inside the second floor maintenance room to the northeast. There is an
electric prod on the shelf to the right after entering. On the second floor of
the Research Laboratory outside of Zombrex Production Lab A, a player can kill
the zombie handler near the entrance to Zombrex Production Lab A and take his
electric prod as well.
Save Bonus = 8,000 PP
*******************************************************************************
===============================================================================
PP STICKER 8/10
Location: Refrigerated Containment (Research Laboratory)
Details: Enter the Refrigerated Containment in the Research Laboratory from the
south side and this PP sticker will be on the south side of the circular
machine in the middle of the room. The sticker is stuck on the glass.
PP STICKER 9/10
Location: Zombrex Research Lab (Research Laboratory)
Details: Enter the Zombrex Research Lab on the northwest side of the Research
Laboratory and run around the left side of the middle counter. Face to the
right and this PP sticker will be on middle chemical storage cylinder that
hangs from the wall above the middle counter.
PP STICKER 10/10
Location: Research Laboratory
Details: Get up on the catwalks on the north side of the Research Lab and find
the area with all the red and white machinery - it will be in the middle of the
catwalks. Find the set of three queen storage tanks in the back of the
machinery on the right side and this PP sticker will be on the left tank while
facing them.
===============================================================================
[CS2-2]
________ ___ ___ ______________________________________________________
C A S E |__ \ |__ \ Starting Time: 4:00pm - Ending Time: 11:00pm
------- __/ /______ __/ / -----------------------------------------------------
______ / __//_____// __/ _________________________ September 29 (Day 1)
/____/ /____/ I N F I L T R A T I O N \____________________________
-------------------------------------------------------------------------------
SHIPPING OFFICE
---------------
Chuck and Frank need to find the keycard to the Director's Office in order to
accomplish the first part of this case.
______________
K E Y C A R D \________________________________________________________________
-------------------------------------------------------------------------------
The keycard for the Director's Office is in the Research Laboratory area.
Enter the Holding Pens from the east side then move further to the east and
find the staircase that leads to the second floor catwalk on the east side of
the Holding Pens. This catwalk will lead to the second floor entrance to the
Research Laboratory.
*******************************************************************************
Starting Time: 4:00pm (September 29)
Ending Time: 8:00pm (September 29)
Survivors: Robert
Location: Holding Pens
Extras:
Robert will be standing on top of a crate on the west side of the Holding Pens
after case 2-2 begins. He will be in the area below the Security Outpost. Get
on the metal crate that Robert is on and speak with him. He requires a
security AR before he will leave. Robert will be saved immediately after Chuck
gives him a security AR.
If Chuck doesn't have a Security AR, defeat one of the many security guards in
the Holding Pens and collect the security AR that he will drop. There is
usually a security guard on the first floor right near the middle area. Chuck
can also defeat the security guards in the Security Outpost or there is always
the security tower in the middle of the second floor of the Holding Pens.
Save Bonus = 10,000 PP
Starting Time: 6:00pm (September 29)
Ending Time: 10:00pm (September 29)
Survivors: Allie
Location: Harvesting Room
Extras:
Allie will be fighting off a mob of zombies in the upper corridor of the
Harvesting Room that can be seen from the west end if you look up after
entering. This corridor can be gotten to by entering from the second floor
catwalk of the Research Laboratory in the middle of that area or Chuck can
climb on top of the yellow controls on the second floor catwalks of the
Harvesting Room then hop over to the middle platform beside the corridor. He
will have to break a window along the side of the corridor then hop to the
corridor.
Either way, Allie will have tons of zombies around her, so try to have a Queen
or something that will quickly kill a group of zombies before meeting up with
her. Even though it will likely damage Allie, a hail mary or alternate attack
with an impact blaster will kill off the zombie quickly also. Speak with Allie
after defeating the zombies around her to save her.
Save Bonus = 8,000 PP
*******************************************************************************
RESEARCH LABORATORY
-------------------
Run down to the first floor of the Research Laboratory and enter the
Refrigerated Containment. Pick up the **LAB KEYCARD** from off the counter on
the east side of the Refrigerated Containment. Reenter the Holding Pens area.
HOLDING PENS
------------
The door for access to the Secure Laboratory (Director's Office) is on the
second floor catwalk of the Loading Bay. Reenter the Holding Pens and get up
on the second floor catwalk near the Security Outpost then head north to the
Loading Bay to reach the door.
NOTE: It's best to have a shotgun or an Impact Blaster for the fight that will
take place in the Secure Laboratory. The fight can be won without either of
the weapons that I mentioned without much trouble, but the two weapons will
make fighting the new enemies a bit easier. An Impact Blaster can be made in
the east maintenance room on the bottom floor of the Holding Pens and a shotgun
can be found in the Security Tower or on the rooftop of the Shipping Office
(use the air duct to reach the rooftop).
SECURE LABORATORY
-----------------
Be sure to pick up the orange juice in the first room. The secure lab is one
of the few places with a mixer in Case West as well, so remember this location.
The only other location is in the Cafeteria.
NOTE: Be sure to grab the Health 2 magazine from the middle right portion of
the first area before moving through the door to the left. The Health 2
magazine will help out a bunch for the rest of the game since basically any
food item will heal Chuck greatly!
Open the doorway to the left once Chuck and Frank reach the portion of the room
with the window overlooking the lab below. Grab the sledge hammer from off to
the left if Chuck doesn't have a shotgun or impact blaster with him - the
sledge hammer will help out greatly for the upcoming fight. Follow the
corridor around the corner then open the door at the end to trigger a cutscene.
Two hazard units will be at the end of the corridor after the cutscene. These
enemies have some very heavy armor and they each carry impact hammers. They
cannot be knocked down. When fighting a hazard unit, it is best to be
extremely aggressive with whichever weapon that is used. The shotgun and the
impact blaster (or impact hammer) work the best at damaging them. With a
shotgun all Chuck has to do is walk away while aiming and keep firing from
close range. With an impact blaster, keep hitting the hazard unit with main
attacks to take off some serious damage per hit.
The sledge hammer actually works very well against the hazard units if that is
all that Chuck has with him. Try to get in between the hazard unity then swing
the hammer (main attack). The heavy hammer hits will stagger the hazard units
enough to where Chuck will not have to worry about getting hit most of the
time. Constantly staggering a hazard unit with attacks is the main way to
fight one with whatever weapon is used. Chuck can leap into the air to avoid
taking damage from their ground pound move if timed correctly.
A cutscene will play once both of the hazard units have been defeated.
NOTE: Hazard units will now appears throughout the facility after case 2-2.
They will replace some of the security guards in a few of the areas. It's good
to have an impact blaster or shotgun with Chuck if you intend to the fight
them. It's best to run most of the time though.
[CS2-3]
________ ___ _____ ____________________________________________________
C A S E |__ \ |__ / Starting Time: 4:00pm - Ending Time: 11:00pm
------- __/ /______ /_ < -----------------------------------------------------
______ / __//_____/___/ / ______________ September 29 (Day 1)
/____/ /____/ R E G R O U P \______________________________________
-------------------------------------------------------------------------------
Chuck and Frank will start out in the Secure Lab hallway where they fought the
hazard units at the beginning of this case. They need to get back to the
Shipping Office and speak with Frank's source. Pick up the two impact hammers
from the fallen hazard units if needed - they make some good weapons just by
themselves and are extremely damaging when combined with a blast frequency gun
for the impact blaster. At least give Frank an impact hammer if Chuck already
has one.
Chuck and Frank can enter the Director's Office at the end of the hall before
leaving. There is really nothing much of interest inside. I can't help but
notice the out of place massager behind the desk though...
Leave the Secure Laboratory and step back into the Storage Bay. It's best to
go to the Shipping Office now in order to get case 2-3 out of the way. A
cutscene will trigger as Chuck and Frank enter the Shipping Office.
[CS3-1]
________ _____ ___ _____________________________________________________
C A S E |__ / < / Starting Time: 1:00am - Ending Time: 2:00am
------- /_ < ______ / / ------------------------------------------------------
______ ___/ //_____// / ____________________ September 30 (Day 2)
/____/ /_/ T H E W A Y O U T \__________________________________
-------------------------------------------------------------------------------
Case 3-1 will not begin until 1:00am but it will quickly end at 2:00am so be
prepared to return to the Shipping Office in between those hours. Chuck and
Frank can do whatever they want until then. There are plenty of survivors that
can be saved after case 2-3 is accomplished, so get to work, hero!
*******************************************************************************
Starting Time: After case 2-3
Ending Time: 2:00am (September 30)
Survivors: Regina, Mizuki
Location: Storage Bay
Extras: Tunnel Key
Regina will be behind a barricade of crates and other objects on the west side
of the Storage Bay after case 2-3 has ended. Hop over the barricade and speak
with her. She will require that Chuck find a human liver and a human heart
from the labs and hand them over to her before she will leave. She plans to
sell them.
--> ORGAN DONOR
The organs that Regina wants are both in the Research Labs. Enter the labs
from the Harvesting Room or east catwalk in the Holding Pens area. The two
organs are both in blue containers.
The human liver is in the Livestock Dissection Lab on the first floor. Enter
the lab and run to the left and the **HUMAN LIVER** will be in the blue
container on the counter along the back wall. The human heart is inside of the
lab on the floor directly above the Livestock Dissection Lab. Move up the
nearby stairs and enter the Zombrex Production Lab A then pick up the **HUMAN
HEART** that is in the blue container on the counter off to the left.
Return to the Storage Bay and give both of the blue containers to Regina. She
will give Chuck the **TUNNEL KEY** if he speaks with her after giving her the
organs then she will be saved.
Save Bonus = 20,000 PP
Regina mentioned a scientist that was acting a little crazy down in the
Underground Tunnel. The entrance to the Underground Tunnel is on the east side
of the Storage Bay so run to that side and unlock the door down the stairs to
enter the tunnel. Run to the middle of the tunnel and Mizuki will dash out
from in front of the central maintenance room down the steps to the right and
begin to attack Chuck.
Chuck will have to punch Mizuki a few times to make Mizuki come to his senses.
Mizuki will eventually call Chuck a giant zebra and tell Chuck to quit punching
him and that is Chuck's cue to stop punching him. Keep speaking with Mizuki
and he will eventually be saved and will run off after mentioning that he has
been drinking too many chemicals.
.-------------------------------- EXTRA INFO ---------------------------------.
| If you're a Left 4 Dead fan, move down the hall to the southeast while in |
| the Underground then look for the writing on the wall to the right. There |
| is a message that says "don't startle the witch" written across the wall in |
| blood. There are also some crying noises that can be heard while standing |
| next to the message. This is most likely a Left 4 Dead reference to the |
| witch enemies. |
'-----------------------------------------------------------------------------'
Save Bonus = 10,000 PP
Starting Time: After case 2-3
Ending Time: 2:00am (September 30)
Survivors: Jerry
Location: Living Quarters
Extras: Laser Gun Combo Card, Laser Gun
Jerry is in Living Quarters X1 on the second floor of the west portion of the
Living Quarters area. He is in the back of that room. He requires that Chuck
bring him a laser sword and a lightning gun so he can make a new killer weapon.
Jerry is too scared to go out and get the weapons himself considering the
circumstances. I sure as hell wouldn't, but I'm sure there is a great
motocross champion and photojournalist supreme that will!
The laser sword can be made in the Living Quarters very easily. A flashlight
can be found in the middle of the area outside of Living Quarters A6 in the
east portion of the Living Quarters and gems can be found in the back portion
of Living Quarters X1 and X2. Combine the flashlight with the gems to make the
laser sword in the nearby maintenance room.
The lightening gun will have to be made in another maintenance room. If Chuck
has saved Regina and gained the Tunnel Key, he can enter the Underground from
the door in the furnace of the Harvesting Room then easily make the lightning
gun in the maintenance room inside - the blast frequency gun is further down
the tunnel. The lightening gun can also be made in the top floor maintenance
room in the Research Laboratory. DO NOT combine both of the combo weapons yet
or Jerry will not accept them.
Bring both the laser sword and the lightening gun back to Jerry and give them
both to him. He will give Chuck the **LASER GUN COMBO CARD** and he will leave
behind a laser gun. Talk to Jerry after he makes the weapon in order to get
credit for saving him.
Save Bonus = 20,000 PP
*******************************************************************************
[CS3-2]
________ _____ ___ _____________________________________________________
C A S E |__ / |__ \ Starting Time: 1:00am - Ending Time: 5:00am
------- /_ < ______ __/ / ----------------------------------------------------
______ ___/ //_____// __/ _________________ September 30 (Day 2)
/____/ /____/ B L A C K O U T \___________________________________
-------------------------------------------------------------------------------
SHIPPING OFFICE
---------------
Chuck and Frank need to collect a detonator and some explosives to blow up the
power generator in the Power Room in order to gain access to the Secure Labs
for this case.
__________________
D E T O N A T O R \____________________________________________________________
-------------------------------------------------------------------------------
STORAGE BAY
-----------
Enter the Storage Bay from the west side and hop up on top of the middle shelf
next to the stack of plywood. The **DETONATOR** is inside of an open box on
the middle shelf.
____________________
E X P L O S I V E S \__________________________________________________________
-------------------------------------------------------------------------------
HOLDING PENS
------------
The explosives are in the Security Tower. Enter the Holding Pens from the west
side and move up the stairs that lead to the Security Outpost then run across
the catwalks and enter the Security Tower. Prepare to do battle with plenty of
security guards and a hazard unit as usual. Pick up the **C4** from off the
southwest counter in the Security Tower.
________________________
C U T T H E P O W E R \______________________________________________________
-------------------------------------------------------------------------------
The Power Room is in the Research Laboratory area. It's really best to go
through the Harvesting Room then enter the Gas Control area and run over to the
Power Room entrance off to the left. A few security guards will be standing
watch outside of the Power Room, so prepare to do battle with them before
entering the power room.
RESEARCH LABORATORY: Power Room
-------------------------------
Walk to the back of the power room and the generator will be against the back
wall. Place the explosive where the generator button prompt is to accomplish
this case.
[CS3-3]
________ _____ _____ ___________________________________________________
C A S E |__ / |__ / Starting Time: 1:00am - Ending Time: 7:00am
------ /_ < ______ /_ < ----------------------------------------------------
______ ___/ //_____/___/ /____________________ September 30 (Day 2)
/____/ /____/ S E C U R E L A B \________________________________
-------------------------------------------------------------------------------
RESEARCH LABORATORY
-------------------
Before entering the Secure Laboratory, there is one more survivor left that
will need saving. He is in the Server Room of the Living Quarters after
2:00am. Other than the final survivor, all that's left to do now is to enter
the Secure Laboratory on the north side of the Research Lab.
*******************************************************************************
Starting Time: 2:00am (September 30th)
Ending Time: 6:00am (September 30th)
Survivors: Dean
Location: Living Quarters (Server Room)
Extras:
Dean will appear in the Server Room after 2:00am. A player will most likely be
able to meet up with him after setting the C4 and ending case 3-2. If it was
not 2:00am or after when Chuck and Frank entered the Research Lab, they will
have to exit out to the Holding Pens area to get a loading screen in order to
make Dean appear after 2:00am. He will only appear at that time.
Enter the Server Room and speak with Dean. He will ask for an energizer drink.
Give Dean an energizer drink to save him immediately.
Chuck will have to mix up an energizer at the Cafeteria if he doesn't already
have one. Use the following combination to make an energy drink.
Apple + Whiskey = Energizer
Save Bonus = 20,000 PP
*******************************************************************************
SECURE LABORATORY
-----------------
A cutscene will play after Chuck and Frank enter the Secure Laboratory then
both characters will have to fight a boss after the cutscene.
------------------------ - PSYCHOPATH BOSS BATTLE - ---------------------------
C O M M A N D E R
- - - - - - - - - -
Attacks:
Impact Hammer Combo (two hooks and a hammer punch)
Ground Pound (jumps then drives both impact hammers into the floor)
Lunging Shoulder (crouches then charges forward with shoulder)
Impact Hammer Dual Strike (hits forward with both hammers)
Ram (crouches then dashes forward with both impact hammers outstretched)
Shelf Push (stands on the other side of a shelf and shoves it forward)
Rocket Blast (jumps on top of a rocket holder and hits it to fire rockets)
AN OVERVIEW THE COMMANDER...
It's a good idea to enter the Secure Laboratory with some of the following
weapons:
- Impact Blaster (give one of these to Frank)
- Shotgun
- Lightning Gun
- Laser Gun
NOTE: Bring along some orange juices and the Health 2 magazine from back in the
Secure Laboratory hallway (near Director's Office) for healing. Chuck
shouldn't have any problems with health while the Health 2 magazine is in his
inventory.
All of the weapons listed above work very well against the Commander. The guns
listed above work the best overall since Chuck can move while shooting with
them but the impact hammer takes off some big damage from the Commander even
though you're more likely to get hit while using it.
The Commander requires that a player spam him with just about any type of
weapon available in order to damage him. He is very agile and all of his moves
are quick! He has a total of three life gauges. The two stars below his life
gauge represent a separate life gauge. Once his visible green life gauge is
drained, it will refill and one of the stars will disappear. Drain his life
gauge three times to defeat him.
THE COMMANDER'S ATTACKS...
It's important to watch for the Commander's attacks. His shelf push and his
ram are two of his quickest attacks. There are several shelves found around
the lab. Whenever he runs behind a shelf, he will shove it toward Chuck.
Quickly run or roll out of the way to avoid the debris from the shelf. If any
piece of debris from the shelf hits Chuck, he will be knocked down. It's
really best to get behind the middle structure if possible to avoid the full
attack.
Even though Chuck can sometimes run out of the way, it's best to dodge the
Commander's ram with a quick roll as he charges toward Chuck. Getting the
Commander to perform a ram into any of the glowing cylinders that connect the
machines around the laboratory will stun the Commander for a while and allow
both characters to hit him. Trying to position him and wait for him to ram
without pushing a shelf toward your character can be the main problem with
doing this though.
If the Commander breaks open one of the glowing cylinders on the east side of
the room, a new area will be open. There is a shotgun off to the left while
entering this area.
THE COMMANDER CALLS FOR HELP...
Eventually the Commander will begin to hop on top of the machines found around
the lab. This is when Chuck needs to pull out a gun and shoot at the
Commander. The Commander will call out for help and some security guards,
zombie handlers and hazard units will enter the room throughout the rest of the
battle as he continues to call for them.
It's a good idea to defeat the zombie handlers and the security guards, but
both characters can usually outrun the hazard units. Shoot the security guards
and the zombie handlers with the laser gun to instantly kill them. Be sure to
take the security ARs from the security guards - Chuck can shoot the Commander
while he is up on a machine and take some decent damage with these.
The Commander will jump to the tops of rocket holders along the west side of
the room and hit them to make them send out rockets eventually. Run to the
opposite side of the room to avoid the rockets. The rockets will sometimes
follow a character.
THE BATTLE IN A NUTSHELL...
There is really no trick to defeating the Commander. Give Frank an impact
blaster before the battle and try to keep him equipped with a good weapon so
that his attacks will take off a bunch per hit. Hit the Commander with an
impact blaster or one of Chuck's guns (mainly shotgun) while he is on the
bottom floor then shoot him with the lightning gun, laser gun or a security AR
while he is on top of a machine. The battle will be long and the Commander
will most likely hit your character so be prepared to use food items throughout
the battle. Grab the rations off the shelves if needed.
While playing in solo mode, Frank will often have the Commander's attention, so
Chuck can take advantage of that and Frank's invincibility and hit the
commander from a distance with laser gun shots. Chuck can actually shoot Frank
with the laser gun and allow the explosion to damage the Commander. Chuck
wouldn't do that though, would he?
Frank can help out quite a bit during this battle if he is equipped with a
weapon such as an impact blaster. In solo mode, Chuck must deliver the final
blow. The Commander will not die by Frank's attacks.
After the battle, the ending cutscenes for the game will play and the credits
will roll. As far as I know, Case West only ends with Ending A. Be sure to
save your game afterwards and you'll be able to restart the story mode with all
of your current levels.
[LI00]
-------------------------------------------------------------------------------
L I S T S
-------------------------------------------------------------------------------
[CW00]
=================
COMBO WEAPON LIST
=================
-------------------------------------------------------------------------------
-- Blazing Aces
Tennis Racquet + Tiki Torch
Main Attack (press X) - Flaming Ball Bounce (500 PP)
The blazing aces combo weapon is a half broken tiki torch with a tennis racquet
duct taped to the end of it. Chuck also has 20 oil coated tennis balls to go
along with it! The torch's flames hit the racquet's wire frame so whenever
Chuck hits a tennis ball with the torch the flames ignite the tennis ball and
cause it to catch on fire.
Chuck will toss an oil coated tennis ball into the air then hit it with the
flaming torch. When the fireball hits a zombie it will cause the zombie to
burst into flames before bouncing to another zombie and setting it on fire. If
there are enough zombies in the immediate area, the flaming ball will bounce
and hit three zombies with each hit. The blazing aces can be more accurately
aimed with the LT button.
Durability: 20 tennis balls
Carry In Inventory: Yes
Combo Card: Character starts with this card
Maintenance Room(s): Living Quarters*
* Grab tiki torch from the top of Living Quarters X1
-------------------------------------------------------------------------------
-- Drill Bucket
Power Drill + Bucket
Main Attack (press X) - I dub thee Mr. Driller! (500 PP)
The drill bucket is basically a novelty item that kills. Chuck is not going to
get any use out of this weapon besides a single kill every now and then with a
500 PP value. For it's main attack, Chuck will place the drill bucket over a
zombie's head then start up the drill which will instantly drill into the
zombie's head and kill it.
The drill bucket is single kill only and it takes too long to kill to be
useful. Chuck must also pick the weapon back up after each placement. Don't
ever use this weapon in the middle of a crowd! The drill bucket is basically
there as a fun weapon to use for laughs.
Durability: 10 uses
Carry In Inventory: Yes
Combo Card: Character starts with this card
Maintenance Room(s): Storage Bay
-------------------------------------------------------------------------------
-- Dynameat
Hunk of Meat + Dynamite
Main Attack (press X) - Meat Shower (500 PP) **
The dynameat combo weapon is a severed human hand with dynamite duct taped to
the side of it. When this weapon is lit and tossed into a group of zombies,
the zombie will be instantly attracted toward the fresh meat. All the zombies
near the hand will begin to move toward it. The dynamite on the hand will
eventually explode and kill off all surrounding zombies for 500 PP each.
Even though the PP value of the weapon has been lowered in Case West, the
dynameat is still an excellent weapon for gaining PP quickly. It's best to use
this weapon in the Holding Pens and the Harvesting Room when trying for kills
with it. Toss it toward a crowd and watch as they gather shortly before the
explosion. There is really no need to group zombies for this weapon. The meat
will attract them unless they are not knocked down or distracted by Chuck's
presence. When playing on single player with an AI Frank, constantly call to
him after tossing this to make sure that he does not hit any zombies that walk
toward the weapon.
This weapon can also be made in several areas! Dynamite is quite widespread
and hidden in many areas of the Phenotrans facility in Case West. Hunks of
meat can be found all over the place as well.
** The total PP amount per usage has been reduced to 500 PP for Case West
compared to the 1,000 PP amount per zombie kill in Dead Rising 2.
Durability: 1 use
Carry In Inventory: Yes
Combo Card: Character starts with this card
Maintenance Room(s): Holding Pens (west maintenance room)*, Research
Laboratory**
* Dynamite it near some crates and hunk of meat is in an organ cooler
** Hunk of Meat is in the organ cooler on the stairs
-------------------------------------------------------------------------------
-- Flamethrower
Water Gun + Gasoline Canister
Main Attack (press or hold X) - Flame Spray (50 PP)
The flamethrower is a water gun with a gas canister duct taped to the back of
portion of the water gun. The gasoline canister is suspended upside-down over
the back end of the water gun where a person normally puts water inside the
water gun. The water gun now acts as a flamethrower and spews flames from
where water used to spray.
The flames for the flamethrower work extremely well at burning zombies. Just
with a little tap of the attack button, this weapon will set a zombie on fire
instantly. The main attack is the gun's flame spray. The flame spray doesn't
have much distance but it will instantly burn any zombie that it touches. The
flamethrower can easily burn a whole crowd at once.
NOTE: One really good thing about this weapon is that its ammo can last for
quite a while if a player fires in short bursts of flames. A short burst from
this gun is all that it takes to burn around three zombies that stand together.
Tap the fire button to use up only 1% of its ammo and possibly burn around 3
zombies with that small burst.
Durability: 100% ammo
Carry In Inventory: Yes
Combo Card: Character starts with this card
Maintenance Room(s): Holding Pens (east maintenance room), Research Laboratory*
* Gasoline canister is on the air duct across from the maintenance room and
water gun is in the Zombrex Production Lab B
-------------------------------------------------------------------------------
-- Freezer Bomb
Fire Extinguisher + Dynamite
Main Attack (press X) - Freezing Explosion (50 PP)
NOTE: Chuck will need to shatter the zombie afterwards for the PP value.
The freezer bomb is a set of three fire extinguishers duct taped together with
a stick of dynamite. Chuck can light the stick of dynamite and hurl this
weapon into a crowd of zombies to freeze many of the zombies that surround the
blast. The freezing blast can cover some major range within a crowd of
zombies. The actual set of fire extinguishers can knock down zombies after
tossing it also. Keep in mind that Chuck performs an underhand toss for this
weapon, so it's not going to go real far when he throws it.
Chuck will have to hit each frozen zombie shortly after the blast in order to
shatter them or they will unthaw after a few seconds. The best way to shatter
zombies after the explosion is to run toward the group and push against the
zombies then allow Chuck to break them with his shove move while he runs
through the crowd of frozen zombies. Other than the shove move, Chuck can
break the zombies with any type of weapon.
Durability: 1 use
Carry In Inventory: Yes
Combo Card: Character starts with this card
Maintenance Room(s): Research Laboratory
-------------------------------------------------------------------------------
-- Hail Mary
Football + Grenade
Main Attack (press X) - Explosive Toss (500 PP)
The Hail Mary is a football with three grenades duct taped to the bottom of it.
Chuck can toss this weapon at a zombie or surface and the football will cause
an instant explosion when it hits. The explosion is not as big as other
explosive combo weapons, but the best part about this weapon is that the
explosion is instant and it is quite accurate. Whenever the hail mary comes
into contact with any type of surface or enemy it will instantly explode.
The Hail Mary is a much better weapon in Case West when compared to Dead Rising
2. It can be made at two maintenance rooms very easily. It is also now equal
to the dynameat in PP value per zombie kill. Standing in the middle of a
zombie crowd and allowing them to group shortly before tossing the hail mary
into the crowd will hit Chuck and the entire crowd but... just watch the PP
earned afterwards!
Durability: 1 use
Carry In Inventory: Yes
Combo Card: Character starts with this card
Maintenance Room(s): Loading Bay, Holding Pens (west maintenance room)*
* Footballs are outside maintenance room
-------------------------------------------------------------------------------
-- Impact Blaster (NEW!)
Impact Hammer + Blast Frequency Gun
Main Attack (press X) - Mega Punch (100 PP - CHUCK)
(50 PP - FRANK)
Alternate Attack (charge X) - Shockwave (200 PP) - CHUCK ONLY
The Impact Blaster is composed of a normal impact hammer with two blast
frequency guns duct taped to the side of the hammer. Each hit of the impact
hammer is greatly amplified with a sonic wave from both blast frequency guns.
For the main attack, Chuck will swing forward and hit an enemy with a heavily
damaging punch from the impact blaster. This punch can kill a security guard
with one hit and takes major damage off of a hazard unit when Chuck is at full
level.
Chuck will pound the ground with the impact blaster for this weapon's alternate
attack. The ground pound will produce a shockwave that will damage any
surrounding enemies. The shockwave will kill off nearly every zombie that it
hits. The shockwave move will use up this impact blaster's durability very
quickly though since it will hit multiple targets with one shockwave and each
target that is hit will consume the weapon's durability.
The impact blaster is easily one of the best new melee combo weapons. The
impact hammer by itself is already good, but this combo weapon greatly
amplifies its usefulness. The fact that it can be carried Chuck's inventory is
another factor that adds to its usefulness. This is definitely a weapon to
have with Chuck most of the time. It can be made before running into the
hazard units in case 2-2 if you know where to look.
Durability: 60 hits
Carry In Inventory: Yes
Combo Card: Received from leveling
Maintenance Room(s): Holding Pens (east maintenance room)
-------------------------------------------------------------------------------
-- Laser Gun (NEW!)
Laser Sword + Lightning Gun
Main Attack (press X) - Electricity Shot (300 PP per zombie shot)
(200 PP per zombie killed by explosion)
The laser gun is probably Chuck's masterpiece of duct tape. It is a combo
weapon combined with another combo weapon. This weapon is made up of a
lightning gun that has a laser sword duct taped to the top of the gun. The
laser sword energy and the energy from the prod end of the lightning gun both
string together to power each shot of the blast frequency gun with an explosive
blast of electricity.
When this weapon is shot at a zombie or other enemy, the shot will cover the
target in electricity shortly before the energy explodes and shocks everything
around the target. This gun can kill off a crowd of zombies very quickly. The
targeted zombie will explode and the zombie crowd around it will be
electrified. This weapon also works very well against human enemies. It will
kill off a zombie handler and a security guard with one direct shot. Each shot
will take major damage from a hazard unit as well.
The gun works pretty well against the final boss also. It's basically equal to
a lightning gun when used against the final boss though. Since Frank is
invincible during a single player game, Chuck can shoot Frank while Frank is in
the middle of a crowd and allow the electric blast to hit surrounding zombies.
Evil? Yes. Effective? Very! Keep in mind that the explosion portion of the
blast can hit the shooter and take off damage.
Durability: 20 shots
Carry In Inventory: Yes
Combo Card:
The combo card for the Laser Gun will be received from Jerry on day 2. Here
are the details for that mission:
Starting Time: After case 2-3
Ending Time: 2:00am (September 30)
Survivors: Jerry
Location: Living Quarters
Extras: Laser Gun Combo Card, Laser Gun
Give Jerry a laser sword and a lightning gun and he will give Chuck the combo
card for the laser gun and also leave behind a laser gun.
Maintenance Room(s): Underground
-------------------------------------------------------------------------------
-- Laser Sword
Gems + Flashlight
Main Attack (X, X, X) - 3-hit Saber Combo (150 PP)
Alternate Attack (charge X) - Spinning Slash (300 PP)
The laser sword is a combination of gems that have been duct taped to the end
of a flashlight to make a sort of laser saber.
Chuck will perform a 3-hit saber slash combo for the main attack of this weapon
and he will perform a spinning slash for the alternate attack. All of the
laser sword's attacks have some really good range overall for a close range
weapon and each hit is a kill on any type of zombie. This weapon can be really
good for zombie crowds.
This weapon has one flaw that can really screw up its attacks though - the
laser sword's hit detection is off at times! Sometimes a saber attack will
pass right through a zombie in a crowd even as it hits zombies that surround
it. The hit detection problem is very random, but you will notice it
eventually while Chuck swings this weapon. If you can look past the hit
detection flaw, the laser sword makes a really good weapon to have with Chuck
for close range kills!
NOTE: The color of the laser portion of the laser sword will be random. Chuck
can change the color by constantly reequipping it until it reaches a color that
the player prefers.
Durability: 40 hits
Carry In Inventory: Yes
Combo Card: Character starts with this card
Maintenance Room(s): Underground, Living Quarters*
* Flashlight is on the west side of the Living Quarters, in the middle of the
area and gems can be found in the back portion of Living Quarters X2 or X1
-------------------------------------------------------------------------------
-- Lightning Gun (NEW!)
Blast Frequency Gun + Electric Prod
Main Attack (press X) - Electricity Shot (50 PP - CHUCK)
(25 PP - FRANK)
The lightning gun is a blast frequency gun with an electric prod duct taped to
the bottom of the front end of the gun. The electric end of the prod is right
below the end of the gun where it shoots sonic waves. Basically, this gun
shoots out an electric wave of energy.
A shot from this gun will electrocute any zombie that Chuck shoots with it and
it will electrify any zombies that stand next to the electrified zombie. One
shot can usually hit about three or more zombie if they stand next to each
other. The lightning gun is basically a long distance electric prod that has
the potential to hit zombies that are grouped. It can be a good weapon for
security guards. It will stun them in place per shot, but it will take
multiple shoots to finish them.
The best part about the lightning gun is that the electricity continues to
shock an enemy after it is shot. This is very noticeable with the final boss
in Case West. Fire a shot at him and it will hit him and continue to take
damage for a few seconds. A shot from the lightning gun will not even do
anything to a hazard unit or a zombie handler because of their suits.
Durability: 30 shots
Carry In Inventory: Yes
Combo Card: Received from leveling
Maintenance Room(s): Research Laboratory, Underground, Holding Pens (east
maintenance room)*
* Electric prod can be found leaning against the west wall outside the doorway
that least to the east side with the maintenance room.
-------------------------------------------------------------------------------
-- Plate Launcher
Plates + Cement Saw
Main Attack (press X) - Plate Shot (200 PP)
The plate launcher is a cement saw with a group of plates on the grinder
portion of the saw. Chuck has removed the cement grinder and placed a stack of
plates inside. The plates are held by the duct taped safety piece and there is
one constantly spinning plate on the bottom that can be shot out at high speed.
For the main attack of the plate launcher Chuck will shoot out a high speed
plate. The plate has some excellent range and distance. Chuck can literally
hit a zombie that can barely even be seen in the distance. The plates will
slice through any zombie that they hit. Plates can skip off of zombies and hit
other zombies and they can cut through zombie crowds with ease. One plate can
take down nearly 10 zombies at a time sometimes.
The plate launcher is as effective as it is fun to use. This weapon can kill a
crowd within a few shots since the plates can travel through multiple zombies.
The plate launcher comes loaded with 60 plates from the start. A player can
rapidly fire plates by holding down the X button. The button cannot be held
down while aiming with the LT button but pressing it quickly is basically
equal.
Durability: 60 plates
Carry In Inventory: No
Combo Card: Character starts with this card
Maintenance Room(s): Storage Bay*, Holding Pens (east maintenance room)**,
Research Laboratory***
* Plates are on a shelf outside the maintenance room
** Cement Saw and Plates are on the metal crates near the staircase across from
the maintenance room
*** Jump to the air condition unit on the lab directly across from the
maintenance room doors then pull up to the roof to find both materials.
-------------------------------------------------------------------------------
-- Reaper (NEW!)
Sickle + Katana Sword
Main Attack (press X) - 3 hit slash combo (75 PP - CHUCK)
(150 PP - FRANK)
Alternate Attack (charge X) - Sickle Impale and Slam (1,000 PP) - FRANK ONLY!
The Reaper combo weapon is probably the most simple of the new combo weapons in
design. It is made up of a sickle and a katana sword with both handle duct
taped in the middle. The blade ends face away from each other so that the
weapon has a sword blade end and a sickle blade end.
To get the most use out of this weapon, a player really needs to play as Frank.
The alternate attack for this weapon is exclusive to him. For the main attack,
Chuck will perform three swings while stepping forward. Chuck only uses the
blade end of the combo weapon. When playing as Frank, Frank will be able to
impale a zombie with the weapon's sickle end then slam it to the ground and
slice the zombie with the sickle.
The weapon has some good wide range when swinging with its three hit swing with
Chuck, but Frank still gets much better use of out this weapon since he has an
extra attack. The Reaper is really too slow to be very useful and its attacks
are not really any more damaging than a normal sickle or katana. It's a weapon
best used for zombies, but really the katana sword and sickle by themselves
have quicker attacks for instant zombie kills.
Durability: 70 hits
Carry In Inventory: Yes
Combo Card: Received from leveling
Maintenance Room(s): Living Quarters
-------------------------------------------------------------------------------
-- Ripper
Cement Saw + Saw Blade
Main Attack (X, X) - Side Slices (100 PP)
Alternate Attack (charge X) - Downward Slice (150 PP)
The Ripper is a cement saw with a saw blade grinder. Chuck has removed the
cement grinder and replaced it with four saw blades. He has lifted up the
safety piece above the grinder and duct taped it to the handle to make room for
the saw blades. The name and idea for this weapon is similar to a weapon used
in Dead Space. Make them whole again, Chuck!
This weapon acts much like a normal chainsaw overall. It even has the
chainsaw's main attack. Chuck will swing from side to side while moving
forward with the ripper. The alternate attack is a downward slice that will
cut a zombie in half from the middle. The ripper is much like a standard
chainsaw with an even shorter distance really. It lacks quite a bit of range
overall, but it will slice through any zombie within its range very quickly.
Durability: 50 hits
Carry In Inventory: No
Combo Card: Character starts with this card
Maintenance Room(s): Holding Pens (west maintenance room), Holding Pens (east
maintenance room)*
* Cement Saw can be found on the metal crates near the stairs across from the
maintenance room and saw blades are in the alcove to the left of the
maintenance room
-------------------------------------------------------------------------------
-- Shocker (NEW!)
Defibrillator + Medical Tray
Main Attack (press X) - Jump Start (100 PP - CHUCK)
(50 PP - FRANK)
Alternate Attack (charge X) - Don't You Die on Me! (500 PP) - CHUCK ONLY!
The Shocker is made up of two defibrillators that have been taped to two metal
medical trays. The medical trays amplify the electricity that the
defibrillators produce whenever Chuck turns them on. Each shock with this
weapon will definitely bring a person back from the dead... or help make the
dead feel alive again!
For this weapon's main attack, Chuck will rub both of the shockers together and
lean forward then shock a zombie with the metal tray ends. These weapons are
pretty useless in the hands of Frank outside of the main attack. Only Chuck
gets to use the weapon's alternate attack.
For the alternate attack, Chuck will rub the two shockers together then place
them both around a zombie's head. The zombie will be electrified with both
shockers for a while then its top half will eventually explode. The shocker is
more of a fun weapon to use than it is effective, but in the hands of Chuck it
gives a very satisfying alternate attack for zombie that gives a player a good
PP value per kill. This weapon is basically single kill only. It's very hard
to kill off multiple zombies with it.
Durability: 50 hits
Carry In Inventory: Yes
Combo Card: Received from leveling
Maintenance Room(s): Research Laboratory*, Holding Pens (west maintenance
room)**
* Both materials can be found in the Livestock Dissection Lab or on the north
walkway or a few other labs
** Defibrillator is on the middle of the stairway leading up to the Security
Outpost and the medical trays are in the storage bay near one of the large
shelves.
-------------------------------------------------------------------------------
-- Snowball Cannon
Fire Extinguisher + Water Gun
Main Attack - Coolant Blast (200 PP per shatter)
(400 PP per shatter and ricochet)
The snowball cannon is a water gun with a fire extinguisher duct taped to the
top of it in place of the water bottle that used to be on the top of the water
gun. The black nozzle on the extinguisher is now on the front of the water
gun.
The snowball cannon fires out a spray of coolant with each squeeze of the
trigger. Chuck can instantly freeze any zombie with this gun's coolant spray.
The spray can hit grouped zombies that stand near each other and freeze them
both.
Chuck must hit a zombie with a coolant blast then hit the frozen zombie with
another coolant blast in order to receive a 200 PP point value for the kill.
If the frozen zombie is shattered with a blast of coolant and that same coolant
blast ricochets off the frozen zombie and freezes another zombie then Chuck
will receive 400 PP for the shatter kill.
Chuck does not have to hit the frozen zombie with another blast of the snowball
cannon in order to shatter it. He can hit the frozen zombie with another
weapon or even push against the zombie and shatter it by shoving it.
Durability: 40 shots
Carry In Inventory: Yes
Combo Card: Character starts with this card
Maintenance Room(s): Research Laboratory*
* The water gun (or actually both materials) can be found in Zombrex Production
Lab B - basically, below the maintenance room.
-------------------------------------------------------------------------------
-- Sterilizer (NEW!)
Chemicals + Syringe Gun
Main Attack (press X) - Chemical Shot (500 PP - CHUCK)
(1,000 PP - FRANK)
The sterilizer is a syringe gun that has a bottle of green chemicals duct taped
to the bottom of the front of the gun. The tranquiller darts inside of the gun
have been filled with the green chemical. The green chemical will basically
sterilize a zombie victim.
Whenever Chuck shoots a zombie with it, the chemical will enter the zombie
bloodstream via the needle on the dart and the zombie will eventually die. The
dying process for the zombie victim is usually very slow. The weapon will give
a high PP amount for a Frank player once a zombie finally does die from the
shot however.
The usefulness in the sterilizer is mainly for quick PP. The only character
that can really gain a bunch of PP per shot is Frank. Frank will gain 1,000 PP
per zombie kill and Chuck will only gain 500 PP per zombie kill. Other than
gaining quick PP, the weapon is basically useless.
Durability:
Carry In Inventory: Yes
Combo Card: Received from leveling
Maintenance Room(s): Research Laboratory*
* The syringe gun is behind the air condition unit on the building across from
the maintenance room
-------------------------------------------------------------------------------
-- Zap N' Shine (NEW!)
Floor Buffer + Electric Prod
Main Attack (push buffer) - Electric Floor Clean (75 PP - CHUCK)
(150 PP - FRANK)
Pick-up Attack (pick up and swing) - Electric Buffer Smack (75 PP - CHUCK)
(150 PP - FRANK)
The Zap N' Shine is made up of a floor buffer with five electric prod ends duct
taped to the bottom of it. One electric prod handle sticks out of the top of
the circular cleaner. The top electric prod sticks out of the battery that
powers the electric pods below the cleaner. The prod handle and the prod ends
on the bottom of the buffer will rotate and electrify any zombie that Chuck hit
with the buffer while pushing it. Chuck can also smack a zombie with the
buffer to electrify it while holding it.
The buffer needs to be pushed by grabbing the top handle then use the X button
to move forward. It will shock any zombie that stand in its way. The floor
buffer is easily knocked off balance. If it is ever knocked over, pick it up
then drop it to place it upwards again then grab the handle to continue pushing
it. The Zap N' Shine should mainly be used for killing zombies. It can kill
quite a few before it breaks. It's durability is basically the same as the
Tesla Ball combo weapon from Dead Rising 2.
Durability: 80 hits
Carry In Inventory: No
Combo Card: Received from leveling
Maintenance Room(s): Storage Bay*, Holding Pens (west maintenance room)**,
Holding Pens (east maintenance room)***
* Electric prod can be found in southwestern holding pen.
** Materials are outside the maintenance room. A hazard unit replaces the
zombie handler outside after case 2-2.
*** The electric prod is lying beside the wall near the outside of the west
doorway that leads to the east side
-------------------------------------------------------------------------------
[NL00]
=============
NOTEBOOK LIST
=============
The following is a list of all the survivors that Frank and Chuck will meet in
the Phenotrans facility. Survivors #5 - 13 can be rescued throughout the cases
while in the facility.
A video of Survivors #5 - 13 can be seen on my youtube page also:
http://www.youtube.com/watch?v=YR30_lUIgpA
-------------------------------------------------------------------------------
001. Harjit Sing
Case/Extra Mission: Case 3-1: Secure Lab
Starting Date: September 30
Time: 1:00am - 7:00am
Location: Secure Laboratory
Saveable: No (Pyschopath)
Harjit is the psychopath boss that Chuck and Frank must fight in the Secure
Laboratory of the Phenotrans facility at the end of Case West. He is known as
"The Commander" during the fight.
-------------------------------------------------------------------------------
002. Marian Mallon
Case/Extra Mission: Case 3-1: Secure Lab
Starting Date: September 30
Time: 1:00am - 7:00am
Location: Secure Laboratory
Saveable: No (only in cutscenes)
Marian is the director of the Phenotrans facility. She is only seen in a few
cutscenes including the final cutscene during Case West.
-------------------------------------------------------------------------------
003. Frank West
Case/Extra Mission: All Cases
Starting Date: September 29 - 30
Time: All time
Location: wherever Chuck goes
Saveable: Yes
Frank West is the hero that saved many survivors back in the town of
Willamette. He brings Chuck to the Phenotrans facility and they both
infiltrate it. Frank will automatically be saved at the end of a finished
game.
-------------------------------------------------------------------------------
004. Isabela Keyes
Case/Extra Mission: Case 3-1: Secure Lab
Starting Date: September 30
Time: 1:00am - 7:00am
Location: Secure Laboratory
Saveable: No (only in cutscenes)
Isabela is the survivor who fought with Frank up to the end back in Willamette.
She is knocked out and taken away in a cutscene during the final moments of
Case West. She cannot be saved.
-------------------------------------------------------------------------------
005. Hernando Arisa
Case/Extra Mission: --
Starting Date: September 29 (when case 1-2 ends)
Time: when case 1-2 ends - 7:00pm
Location: Loading Bay
Saveable: Yes
Hernando will be on top of a crate next to the big red container in the middle
of the south portion of the Loading Bay once Chuck and Frank exit the Shipping
Office after completing case 1-2. Hernando is surrounded by zombies. Run over
to the nearby maintenance room on the west side of the Loading Bay and make the
hail mary combo weapon by combining the football with the grenade while inside.
Run back outside the maintenance room and toss the hail mary toward the zombie
crowd below Hernando to kill off most of them. Kill off any zombies that
survives the blast or Hernando will ask Chuck to kill them. Climb on top of
the crate and speak with Hernando. Hernando will ask Chuck to find other
survivors around the facility. He will ask him to try to find Lisa. He says
that he last saw Lisa in the Cafeteria.
Save Bonus = 5,000 PP
-------------------------------------------------------------------------------
006. Alicia Hobbes
Case/Extra Mission: --
Starting Date: September 29 (when case 1-2 ends)
Time: when case 1-2 ends - 9:00pm
Location: Zombrex Research Lab (Research Laboratory)
Saveable: Yes
After case 1-2 is completed, Alicia will be in the Zombrex Research Lab in the
Research Lab area. Enter the Zombrex Research Lab and speak with her - she
will be on the south side. She requires an electric prod in order to keep her
safe before she will leave. Give Alicia an electric prod and she will be
saved.
If Chuck doesn't have an electric prod, the closest one that he can get is
inside the second floor maintenance room to the northeast. There is an
electric prod on the shelf to the right after entering. On the second floor of
the Research Laboratory outside of Zombrex Production Lab A, a player can kill
the zombie handler near the entrance to Zombrex Production Lab A and take his
electric prod as well.
Save Bonus = 8,000 PP
-------------------------------------------------------------------------------
007. Lisa Hersey
Case/Extra Mission: --
Starting Date: September 29 (when case 1-2 ends)
Time: when case 1-2 ends - 7:00pm
Location: Loading Bay
Saveable: Yes
Chuck and Frank will have to save Hernando after case 1-2 in order to trigger
the sub missions to rescue Lisa. The sub missions are as follows:
--> THE SEARCH FOR LISA
This sub mission takes Chuck and Frank on a clue hunting spree. A player must
always go through all parts of this mission before finding the survivor at the
end. The Cafeteria is the first destination.
It's best to go through the Security Outpost in the Holding Pens area and open
the door to the south of it then enter the Living Quarters and then work your
way to the Cafeteria in order to avoid the Security Tower in the Holding Pens
along the way. If Chuck didn't unlock the door behind the Security Outpost in
case 1-2, both characters must enter the Harvesting Room then the Gas Control
and then enter the Cafeteria.
Either way, enter the Cafeteria then step into the kitchen in the back of the
Cafeteria. Collect **A HASTILY SCRAWLED NOTE** from off the counter in the
middle of the kitchen. The note says that Lisa has gone to the Security Tower.
--> THE SEARCH CONTINUES
Run back to the Holding Pens area. Backtrack from whichever way the characters
came from.
Get ready to fight the security guards in the Security Tower of the Holding
Pens area - got that impact blaster? Enter the Security Tower and collect **A
CRUMPLED NOTE** from the northwest counter inside.
--> THE FINAL CLUE
Well, it seems that Lisa has made her way over to the Living Quarters...
basically right where Chuck and Frank just came from. It sounds like Lisa is
going to need a little Air Horn to the face before this mission is all over
with. Backtrack to the Living Quarters area.
Run over to Living Quarters A4 on the first floor of the Living Quarters then
step inside. Lisa is inside and is being attacked by a few zombies. Kill off
the zombies then speak with Lisa. Chuck will bring up Hernando during the
conversation and tell Lisa that Hernando escaped. Speak with Lisa some more
and she will give Chuck the **EMERGENCY KEY**. Be sure to speak with Lisa one
more time to declare her "saved".
Save Bonus = 15,000 PP
The Emergency Key that Lisa gives to Chuck can be used to unlock the double
door emergency exit in between Living Quarters RR and Living Quarters A6 on the
bottom floor of the Living Quarters area. The second floor entrance to the
Holding Pens from the Living Quarters is still closer to the Shipping Office if
Chuck is headed back that way though.
-------------------------------------------------------------------------------
008. Regina Dee
Case/Extra Mission: --
Starting Date: September 29 (when case 2-3 ends)
Time: when case 2-3 ends - 2:00am
Location: Storage Bay
Saveable: Yes
Regina will be behind a barricade of crates and other objects on the west side
of the Storage Bay after case 2-3 has ended. Hop over the barricade and speak
with her. She will require that Chuck find a human liver and a human heart
from the labs and hand them over to her before she will leave. She plans to
sell them.
--> ORGAN DONOR
The organs that Regina wants are both in the Research Labs. Enter the labs
from the Harvesting Room or east catwalk in the Holding Pens area. The two
organs are both in blue containers.
The human liver is in the Livestock Dissection Lab on the first floor. Enter
the lab and run to the left and the **HUMAN LIVER** will be in the blue
container on the counter along the back wall. The human heart is inside of the
lab on the floor directly above the Livestock Dissection Lab. Move up the
nearby stairs and enter the Zombrex Production Lab A then pick up the **HUMAN
HEART** that is in the blue container on the counter off to the left.
Return to the Storage Bay and give both of the blue containers to Regina. She
will give Chuck the **TUNNEL KEY** if he speaks with her after giving her the
organs then she will be saved.
Save Bonus = 20,000 PP
-------------------------------------------------------------------------------
009. Jerry Sampson
Case/Extra Mission: --
Starting Date: September 29 (when case 2-3 ends)
Time: when case 2-3 ends - 2:00am
Location: Living Quarters X1 (Living Quarters)
Saveable: Yes
Jerry is in Living Quarters X1 on the second floor of the west portion of the
Living Quarters area. He is in the back of that room. He requires that Chuck
bring him a laser sword and a lightning gun so he can make a new killer weapon.
Jerry is too scared to go out and get the weapons himself considering the
circumstances. I sure as hell wouldn't either... but I'm sure there is a great
motocross champion and photojournalist supreme that will!
The laser sword can be made in the Living Quarters very easily. A flashlight
can be found in the middle of the area outside of Living Quarters A6 in the
east portion of the Living Quarters and gems can be found in the back portion
of Living Quarters X1 and X2. Combine the flashlight with the gems to make the
laser sword in the nearby maintenance room.
The lightening gun will have to be made in another maintenance room. If Chuck
has saved Regina and gained the Tunnel Key, he can enter the Underground from
the door in the furnace of the Harvesting Room then easily make the lightning
gun in the maintenance room inside - the blast frequency gun is further down
the tunnel. The lightening gun can also be made in the top floor maintenance
room in the Research Laboratory. DO NOT combine both of the combo weapons yet
or Jerry will not accept them.
Bring both the laser sword and the lightening gun back to Jerry and give them
both to him. He will give Chuck the **LASER GUN COMBO CARD** and he will leave
behind a laser gun. Talk to Jerry after he makes the weapon in order to get
credit for saving him.
Save Bonus = 20,000 PP
-------------------------------------------------------------------------------
010. Mizuki Tanahara
Case/Extra Mission: --
Starting Date: September 29 (when case 2-3 ends)
Time: when case 2-3 ends - 2:00am
Location: Storage Bay
Saveable: Yes
After saving Regina, she will mention a scientist that was acting a little
crazy down in the Underground Tunnel. The entrance to the Underground Tunnel
is on the east side of the Storage Bay so run to that side and unlock the door
down the stairs to enter the tunnel. Run to the middle of the tunnel and
Mizuki will dash out from in front of the central maintenance room down the
steps to the right and begin to attack Chuck.
Chuck will have to punch Mizuki a few times to make Mizuki come to his senses.
Mizuki will eventually call Chuck a giant zebra and tell Chuck to quit punching
him and that is Chuck's cue to stop punching him. Keep speaking with Mizuki
and he will eventually be saved and will run off after mentioning that he has
been drinking too many chemicals.
Save Bonus = 10,000 PP
-------------------------------------------------------------------------------
011. Dean Templeton
Case/Extra Mission: --
Starting Date: September 30
Time: 2:00am - 6:00am
Location: Server Room (Living Quarters)
Saveable: Yes
Dean will appear in the Server Room after 2:00am. A player will most likely be
able to meet up with him after setting the C4 and ending case 3-2. If it was
not 2:00am or after when Chuck and Frank entered the Research Lab, they will
have to exit out to the Holding Pens area to get a loading screen in order to
make Dean appear after 2:00am. He will only appear at that time.
Enter the Server Room and speak with Dean. He will ask for an energizer drink.
Give Dean an energizer drink to save him immediately.
Chuck will have to mix up an energizer at the Cafeteria if he doesn't already
have one. Use the following combination to make an energy drink.
Apple + Whiskey = Energizer
Save Bonus = 20,000 PP
-------------------------------------------------------------------------------
012. Robert Staymore
Case/Extra Mission: --
Starting Date: September 29
Time: 4:00pm - 8:00pm
Location: Holding Pens
Saveable: Yes
Robert will be standing on top of a crate on the west side of the Holding Pens
after case 2-2 begins. He will be in the area below the Security Outpost. Get
on the metal crate that Robert is on and speak with him. He requires a
security AR before he will leave. Robert will be saved immediately after Chuck
gives him a security AR.
If Chuck doesn't have a Security AR, defeat one of the many security guards in
the Holding Pens and collect the security AR that he will drop. There is
usually a security guard on the first floor right near the middle area. Chuck
can also defeat the security guards in the Security Outpost or there is always
the security tower in the middle of the second floor of the Holding Pens.
Save Bonus = 10,000 PP
-------------------------------------------------------------------------------
013. Allie Jack
Case/Extra Mission: --
Starting Date: September 29
Time: 6:00pm - 10:00pm
Location: Harvesting Room
Saveable: Yes
Allie will be fighting off a mob of zombies in the upper corridor of the
Harvesting Room that can be seen from the west end if you look up after
entering. This corridor can be gotten to by entering from the second floor
catwalk of the Research Laboratory in the middle of that area or Chuck can
climb on top of the yellow controls on the second floor catwalks of the
Harvesting Room then hop over to the middle platform beside the corridor. He
will have to break a window along the side of the corridor then hop to the
corridor.
Either way, Allie will have tons of zombies around her, so try to have a Queen
or something that will quickly kill a group of zombies before meeting up with
her. Even though it will likely damage Allie, a hail mary or alternate attack
with an impact blaster will kill off the zombie quickly also. Speak with Allie
after defeating the zombies around her to save her.
Save Bonus = 8,000 PP
-------------------------------------------------------------------------------
[TL00]
==================
FULL TIMELINE LIST
==================
The following is a timeline of all events that occur in the Phenotrans facility
during Dead Rising 2: Case West. All beginning and ending times per case are
listed in the order of the starting time in which they occur.
-- September 29 (Day 1)
7:00am - ------- --> CASE 1-1: FRANK'S SOURCE
7:00am - 2:00pm --> CASE 1-2: ACCESS CODES
case - 7:00pm --> Hernando and Lisa rescue
1-2
ending - 9:00pm --> Alicia rescue
time
4:00pm - 5:00pm --> CASE 2-1: CHUCK'S EVIDENCE
4:00pm - 8:00pm --> Robert rescue
4:00pm - 11:00pm --> CASE 2-2: INFILTRATION
4:00pm - 11:00pm --> CASE 2-3: REGROUP
6:00pm - 10:00pm --> Allie rescue
case - 2:00am --> Regina and Mizuki rescue
2-3
ending - 2:00am --> Jerry rescue
time
-- September 30 (Day 2)
1:00am - 2:00am --> CASE 3-1: THE WAY OUT
1:00am - 5:00am --> CASE 3-2: BLACKOUT
1:00am - 7:00am --> CASE 3-3: SECURE LAB
2:00am - 6:00am --> Dean rescue
NOTE: The rescues for Hernando, Lisa and Alicia begin when case 1-2 ends and
the rescues for Regina, Mizuki and Jerry begin when case 2-3 ends. They will
appear whenever Chuck and Frank end the listed case, no matter what time it is.
[PP00]
===============
PP STICKER LIST
===============
The Phenotrans facility has a total of 10 PP Stickers stuck along the sides of
some objects in the facility. Use the camera to take a picture of each one in
order to get 1,000 PP for each successful snapshot. 10,000 PP will be awarded
for taking a picture of all 10 PP Stickers and a player will receive the
"Professional Photography" achievement for photographing all of them.
A video of all PP Sticker locations can be seen on my youtube page also:
http://www.youtube.com/watch?v=F8CF5ZN-siI
NOTE 1: All of these PP Stickers can be photographed after case 1-1. No cases
have to be cleared and no locked doors must be opened in order to reach these.
NOTE 2: If you reach the point where your character cannot take picture because
the camera is full, pause the game and enter the "view pictures" menu and
delete some of the pictures. The camera will only hold 15 pictures at a time.
-------------------------------------------------------------------------------
_
|_|
PP STICKER 1/10
Location: Loading Bay
Details: After Chuck and Frank drop from the red metal container that they open
in the prologue, this PP sticker will be on the side of the first blue
container off to the right. Climb up on the raised area and the sticker will
be on the middle of the blue container.
-------------------------------------------------------------------------------
_
|_|
PP STICKER 2/10
Location: Storage Bay
Details: Right after moving into the Storage Bay from the Loading Bay, while on
the west side, turn around and look on the wall to the right. Find the "KEEP
'EM MOVING" yellow sign that has a row of zombies on it and this PP sticker
will be right below that sign.
-------------------------------------------------------------------------------
_
|_|
PP STICKER 3/10
Location: Security Outpost (Holding Pens)
Details: Find the blue map on the wall along the north side of the Security
Outpost building while inside. This PP sticker is in the center of the blue
map.
-------------------------------------------------------------------------------
_
|_|
PP STICKER 4/10
Location: Harvesting Room (Research Laboratory)
Details: When entering the Harvesting Room from the west side, hop over the
railing to the right then move up to the second floor. Climb on top of the
yellow controls to the right. Hop on top of the grated platform to the left
then climb over to the opposite side of it. There is an orange juice on the
opposite side. Shoot the windows of the second floor corridor directly ahead
then hop and grab onto the side of the corridor.
While in the corridor run to the center of the hallway to the right then stop
and look toward the circular machine (Queen collector) that is suspended on the
ceiling outside the window to the left. This PP sticker is on the lower
portion of the machine. It is to the right of a small orange sticker along the
side of the machine.
A player can also get into this corridor by entering it from the second floor
catwalks in the Research Laboratory to the east of the Harvesting Room.
-------------------------------------------------------------------------------
_
|_|
PP STICKER 5/10
Location: Living Quarters RR (Living Quarters)
Details: Enter the Living Quarters RR on the first floor of the Living
Quarters. It's best to step in the room from the west side. This PP sticker
is right in the middle of the left Zombrex poster that is hanging on the back
wall. The Zombrex poster has a vial of blue Zombrex that leans against a white
box displayed on the poster.
-------------------------------------------------------------------------------
_
|_|
PP STICKER 6/10
Location: Living Quarters A8 (Living Quarters)
Details: Find the staircase on the west side of the Living Quarters then move
up to Living Quarters A8 then open the door. This PP sticker is on the center
of the poster to the left. The poster has a picture of a blue and red striped
state of Texas on it.
-------------------------------------------------------------------------------
_
|_|
PP STICKER 7/10
Location: Living Quarters X1 rooftop (Living Quarters)
Details: Move up the stairs on the west side of the Living Quarters and go all
the way to the top of Living Quarters X1. There are several tiki torches and
chairs on the rooftop and there is a big tiki figure in the middle. Run over
to the face of the tiki figure then look at it to see a PP sticker on the nose
of the tiki mask.
-------------------------------------------------------------------------------
_
|_|
PP STICKER 8/10
Location: Refrigerated Containment (Research Laboratory)
Details: Enter the Refrigerated Containment in the Research Laboratory from the
south side and this PP sticker will be on the south side of the circular
machine in the middle of the room. The sticker is stuck on the glass.
-------------------------------------------------------------------------------
_
|_|
PP STICKER 9/10
Location: Zombrex Research Lab (Research Laboratory)
Details: Enter the Zombrex Research Lab on the northwest side of the Research
Laboratory and run around the left side of the middle counter. Face to the
right and this PP sticker will be on middle chemical storage cylinder that
hangs from the wall above the middle counter.
-------------------------------------------------------------------------------
_
|_|
PP STICKER 10/10
Location: Research Laboratory
Details: Get up on the catwalks on the north side of the Research Lab and find
the area with all the red and white machinery - it will be in the middle of the
catwalks. Find the set of three queen storage tanks in the back of the
machinery on the right side and this PP sticker will be on the left tank while
facing them.
-------------------------------------------------------------------------------
[SC00]
====================
SECURITY CAMERA LIST
====================
The Phenotrans facility has a total of 47 cameras found inside. Chuck and
Frank can use a gun or toss a weapon at each of the following cameras to
destroy them to get 150 PP for each camera destroyed. Destroy all 47 cameras
to receive the "Petty Vandal" achievement.
A video of all Security Camera locations can be seen on my youtube page also:
http://www.youtube.com/watch?v=GDVBMK-bI3k
All camera locations listed below are listed in the same order as they are in
the video.
NOTE: All of these cameras can be destroyed after case 1-1. No cases have to
be cleared and no locked doors must be opened in order to reach these.
LOCATION: LOADING BAY
---------------------
_
|_| Security Camera 1
Security Camera 1 is above the door of the Shipping Office at the top of the
stairs on the west side of the Loading Bay.
_
|_| Security Camera 2
_
|_| Security Camera 3
Security Camera 2 and 3 are on the catwalk on the east side of the Loading Bay.
One is above the east door of the Shipping Office and the other is near the
doorway that leads to the Loading Bay.
LOCATION: STORAGE BAY
---------------------
_
|_| Security Camera 4
_
|_| Security Camera 5
Security Camera 4 and 5 are on the upper floor catwalks in the Storage Bay.
Step onto to this catwalk from the upper floor of the Loading Bay or the
Holding Pens. One camera is above the doorway that leads to the Loading Bay
and the other camera is above the door that leads to the Secure Laboratory.
The Secure Laboratory door will remain locked until the keycard for it is found
in case 2-2.
_
|_| Security Camera 6
_
|_| Security Camera 7
_
|_| Security Camera 8
_
|_| Security Camera 9
_
|_| Security Camera 10
_
|_| Security Camera 11
Security Cameras 6 - 11 are found in each of the six storage rooms found on the
east side of the bottom floor of the Storage Bay. These are all located on the
upper portion of the wall on a side of each opening while standing inside of
each storage room. If you look at the map, the six storage rooms can be seen
more clearly.
LOCATION: HOLDING PENS
----------------------
_
|_| Security Camera 12
_
|_| Security Camera 13
Security Cameras 12 and 13 are above the doors on the northeast side of the
Security Outpost on the top floor catwalks of the Holding Pens. One is visible
above the north door while moving up the northwest stairs and the other can be
seen above the east door while stepping in front of the east side of the
Security Outpost.
_
|_| Security Camera 14
_
|_| Security Camera 15
Security Cameras 14 and 15 are hanging above each door on the south side of the
Security Outpost in the Holding Pens area. Move through the Security Outpost
on the west side of the top floor then step out onto the south catwalk and one
will be above the door that leads to the Living Quarters and the other will be
above the south door of the Security Outpost.
_
|_| Security Camera 16
_
|_| Security Camera 17
_
|_| Security Camera 18
_
|_| Security Camera 19
Security Cameras 16 - 19 are found above each of the doorways that lead inside
the Security Tower on the middle portion of the upper floor catwalks. There
are a total of four doors on the building and each of the four doors has a
security camera above it.
_
|_| Security Camera 20
Security Camera 20 is above the upper north entrance to the Storage Bay from
the Holding Pens area. While on the upper floor catwalk, this door is to the
north of the Security Tower.
_
|_| Security Camera 21
Security Camera 21 is above the Research Lab entrance on the east side of the
Holding Pens. In order to reach this camera, move across the bottom floor of
the Holding Pens and run up the stairs on the east side to get to the top floor
catwalk on the east side. The camera will be above the door on that side.
_
|_| Security Camera 22
_
|_| Security Camera 23
_
|_| Security Camera 24
_
|_| Security Camera 25
_
|_| Security Camera 26
_
|_| Security Camera 27
_
|_| Security Camera 28
_
|_| Security Camera 29
_
|_| Security Camera 30
Security Cameras 22 - 30 are found in the bottom floor holding pen rooms in the
Holding Pens. Security Cameras 22 - 25 are found on the east side, Security
Cameras 26 and 27 are found on the south side and Security Cameras 28 - 30 are
found on the west side.
LOCATION: RESEARCH LAB
----------------------
_
|_| Security Camera 31
Security Camera 31 is above the big door that leads to the Holding Pens while
in the west portion of the Harvesting Room.
_
|_| Security Camera 32
Security Camera 32 is above the incinerator on the east side of the Harvesting
Room. It is right above the pit on the east wall.
_
|_| Security Camera 33
While still inside the Harvesting Room, Security Camera 33 is above the door
that leads to the Gas Control from the Harvesting Room.
_
|_| Security Camera 34
Security Camera 34 is above the double door entrance to the Cafeteria from the
Gas Control portion of the Research Lab.
_
|_| Security Camera 35
Security Camera 35 is above the entrance door to the Zombrex Production Lab A
on the east side of the second floor of the Research Laboratory. Move up the
stairs beside the Livestock Dissection Lab to reach the catwalk outside of
Zombrex Production Lab A.
_
|_| Security Camera 36
Security Camera 36 is above the Refrigerated Containment room door on the south
side while standing outside of the room.
_
|_| Security Camera 37
Security Camera 37 is above the Refrigerated Containment room door on the north
side while standing inside of the room. Once again, this camera is INSIDE the
Refrigerated Containment room.
_
|_| Security Camera 38
Security Camera 38 is above the Refrigerated Containment room door on the north
side while standing outside of the room.
_
|_| Security Camera 39
Security Camera 39 is above the Livestock Dissection Lab entrance doors. The
Livestock Dissection Lab is on the southeast portion of the Research Lab.
_
|_| Security Camera 40
Security Camera 40 is above the Zombrex Production Lab entrance doors. The
Zombrex Production Lab is on the northwest side of the Research Lab.
_
|_| Security Camera 41
Security Camera 41 is above the double door entrance to the Secure Lab in the
north portion of the Research Lab. The double doors are not unlocked until
after case 3-2.
_
|_| Security Camera 42
Security Camera 42 is above the entrance to Zombrex Production Lab B. Zombrex
Production Lab B is on the northeast side of the Research Lab.
_
|_| Security Camera 43
Security Camera 43 is above the door to the Power Room on the southeast side of
the Research Lab. A bright light is on the wall near the camera.
LOCATION: LIVING QUARTERS
-------------------------
_
|_| Security Camera 44
Security Camera 44 is above the door that leads to the Holding Pens on the west
side of the upper floor of the Living Quarters. There is a set of stairs that
lead up to the catwalk that will take a player to this door.
_
|_| Security Camera 45
Security Camera 45 is above the door to the Server Room on the west side of the
Living Quarters.
_
|_| Security Camera 46
_
|_| Security Camera 47
Security Cameras 46 and 47 are both inside the Server Room. While standing
inside the Server Room, look above the entrance doorway to see Security Camera
46. Security Camera 47 is above the northwest wall of the Server Room.
[IL00]
==========
ITEM LISTS
==========
---------
MAGAZINES
---------
-------------------------------------------------------------------------------
-- Blades
Type: Item +
Effect: Edged weapons have three times the durability.
Location: Storage Bay
Extra Info: While on top of the catwalks on top floor of the Storage Bay, climb
on top of the metal crate closest to the west side railings of the catwalks.
Leap and grab on top of the orange steel beam to the west. Run to the right
along the steel beam then move to the left when up against the wall. This
magazine will be in the far west corner of that steel beam. It's hidden behind
the orange steel beam on the west side.
Item Affected: Bone Saw, Bowie Knife, Chef Knife, Katana Sword, Saw Blade,
Sickle, Surgical Saw
-------------------------------------------------------------------------------
-- Hand to Hand
Type: Skill +
Effect: Bare-Handed attacks have a significant boost in power.
Location: Living Quarters A7 (Living Quarters)
Extra Info:
-------------------------------------------------------------------------------
-- Health 1
Type: Item +
Effect: Food items' health restoration boosted by 50%.
Location: Living Quarters A7 (Living Quarters)
Extra Info:
-------------------------------------------------------------------------------
-- Health 2
Type: Item +
Effect: Food items' health restoration boosted by 100%.
Location: Secure Laboratory
Extra Info:
-------------------------------------------------------------------------------
-- Horror
Type: PP +
Effect: Get a 25% boost from defeating zombies.
Location: Research Laboratory
Extra Info: Find the maintenance room on the upper floor of the Research
Laboratory area. Leap on top of the air condition unit on the north side of
Zombrex Production Lab A - it's near some stairs. Climb up to the rooftop and
this magazine will be lying beside stool along the roof.
-------------------------------------------------------------------------------
-- Science
Type: Item +
Effect: Science and Medical items have three times the durability.
Location: Living Quarters A4 (Living Quarters)
Extra Info:
Item Affected: Bone Saw, Hot Plate, IV Pole, Medical Tray, Microscope, Novelty
Syringe, Organ Cooler, Surgical Saw, Surgical Scissors
-------------------------------------------------------------------------------
-----------
OUTFIT LIST
-----------
-------------------------------------------------------------------------------
-- Bare Feet
Location(s): Restroom (Research Laboratory)
-------------------------------------------------------------------------------
-- Baseball Cap
Location(s): Security Outpost (Holding Pens)
-------------------------------------------------------------------------------
-- Baseball Uniform
Location(s): Living Quarters A3 (Living Quarters)
-------------------------------------------------------------------------------
-- Brown Loafers
Location(s): Secure Laboratory
-------------------------------------------------------------------------------
-- Cleats
Location(s): Living Quarters A3 (Living Quarters)
-------------------------------------------------------------------------------
-- Default Clothes
Location(s): Shipping Office
-------------------------------------------------------------------------------
-- Dress Shoes
Location(s): Living Quarters X2 (Living Quarters)
-------------------------------------------------------------------------------
-- Dress Suit
Location(s): Living Quarters X2 (Living Quarters)
-------------------------------------------------------------------------------
-- Exercise Outfit
Location(s): Living Quarters A6 (Living Quarters)
-------------------------------------------------------------------------------
-- Glasses
Location(s): Living Quarters A6 (Living Quarters)
-------------------------------------------------------------------------------
-- Hair Cap
Location(s): Cafeteria (kitchen)
-------------------------------------------------------------------------------
-- Hazmat Helmet
Location(s): Harvesting Room (upper corridor)
-------------------------------------------------------------------------------
-- Hazmat Suit
Location(s): Research Laboratory
-------------------------------------------------------------------------------
-- Hygiene Mask
Location(s): Zombrex Production Lab
-------------------------------------------------------------------------------
-- Journalist Suit
Location(s): Shipping Office
-------------------------------------------------------------------------------
-- Lab Coat
Location(s): Living Quarters A4 (Living Quarters)
-------------------------------------------------------------------------------
-- Medical Gown
Location(s): Livestock Dissection Lab
-------------------------------------------------------------------------------
-- Mad Scientist Hair
Location(s): Secure Laboratory
-------------------------------------------------------------------------------
-- Nerd Glasses
Location(s): Server Room (Living Quarters)
-------------------------------------------------------------------------------
-- Safety Glasses
Location(s): Zombrex Production Lab A (Research Laboratory)
-------------------------------------------------------------------------------
-- Security Boots
Location(s): Living Quarters A8 (Living Quarters)
-------------------------------------------------------------------------------
-- Security Helmet
Location(s): Security Tower (Holding Pens)
-------------------------------------------------------------------------------
-- Security Outfit
Location(s): Security Outpost (Holding Pens)
-------------------------------------------------------------------------------
-- Servbot Mask
Location(s): Living Quarters RR (Living Quarters)
-------------------------------------------------------------------------------
-- Slippers
Location(s): Living Quarters A2 (Living Quarters)
-------------------------------------------------------------------------------
---------
FOOD LIST
---------
-------------------------------------------------------------------------------
-- Apple
Location(s): Cafeteria, Living Quarters
-------------------------------------------------------------------------------
-- Baguette
Location(s): Cafeteria, Living Quarters
-------------------------------------------------------------------------------
-- Coffee
Location(s): Cafeteria, Research Lab
-------------------------------------------------------------------------------
-- Heavy Rations
Location(s): Harvesting Room, Research Lab, Security Tower (Holding Pens)
-------------------------------------------------------------------------------
-- Jellybeans
Location(s): Cafeteria, Living Quarters
-------------------------------------------------------------------------------
-- Orange Juice
Location(s): Shipping Office, Secure Laboratory, Cafeteria
-------------------------------------------------------------------------------
-- Pie
Location(s): Cafeteria, Living Quarters
-------------------------------------------------------------------------------
-- Rations
Location(s): Security Tower (Holding Pens), Research Lab
-------------------------------------------------------------------------------
-- Soda
Location(s): Cafeteria, Living Quarters
-------------------------------------------------------------------------------
-- Sandwich
Location(s): Shipping Office, Research Lab
-------------------------------------------------------------------------------
-- Snack
Location(s): Shipping Office, Loading Bay
-------------------------------------------------------------------------------
-- Whiskey
Location(s): Living Quarters, Cafeteria
-------------------------------------------------------------------------------
------------------
FACILITY ITEM LIST
------------------
(COMING SOON!)
[WE00]
===========
WEAPON LIST
===========
----
GUNS
----
-------------------------------------------------------------------------------
-- Handgun
Ammo: 20 bullets
Location(s): Shipping Office, Loading Bay
-------------------------------------------------------------------------------
-- Security AR
Ammo: 30 bullets
Location(s):
-------------------------------------------------------------------------------
-- Shotgun
Ammo: 20 bullets
Location(s): Loading Bay, Security Tower (Holding Pens)
-------------------------------------------------------------------------------
-- Syringe Gun
Ammo: 20 darts
Location(s): Research Lab
-------------------------------------------------------------------------------
(REST COMING SOON!)
[AC00]
-------------------------------------------------------------------------------
A C H I E V E M E N T S
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-- Amateur Photography
Requirement: Take a picture with the camera.
Extra Info: Take one picture with the camera. It can be a picture of anything.
-------------------------------------------------------------------------------
-- Double the Fun
Requirement: Complete Dead Rising 2: Case West with a co-op friend.
Extra Info: Finish the game in co-op mode. It doesn't matter if the joining
player gets disconnected or not, so long as all cases are completed in co-op
mode. Both players will receive the achievement.
-------------------------------------------------------------------------------
-- Fantastic
Requirement: Complete Dead Rising 2: Case West
Extra Info: Finish the game in single player or co-op mode to get this.
-------------------------------------------------------------------------------
-- Handy Man
Requirement: Create all new combo weapons in Dead Rising 2: Case West.
Extra Info: Create all seven new combo weapons to get this: Impact Blaster,
Laser Gun, Lightning Gun, Reaper, Shocker, Sterilizer, Zap N' Shine
Impact Blaster = Impact Hammer + Blast Frequency Gun
Laser Gun = Laser Sword + Lightning gun
Lightning Gun = Blast Frequency Gun + Electric Prod
Reaper = Sickle + Katana Sword
Shocker = Defibrillators + Medical Tray
Sterilizer = Chemicals + Syringe Gun
Zap N' Shine = Floor Buffer + Electric Prod
-------------------------------------------------------------------------------
-- Petty Vandal
Requirement: Destroy all security cameras in a single playthrough.
Extra Info: Find and destroy all 47 security camera in the Phenotrans facility
in one playthrough.
-------------------------------------------------------------------------------
-- Professional Photography
Requirement: Take a picture of all the PP Stickers in a single playthrough.
Extra Info: All PP Sticker locations are listed in their own section in this
guide. Each sticker will give your character 1,000 PP and the sticker icon
will have a green checkmark over it once the shot has been taken to confirm the
picture.
-------------------------------------------------------------------------------
-- Phenotrans Bubble Burster
Requirement: Kill 10 Zombie Handlers.
Extra Info: Find and kill 10 zombie handlers. Many of them are found in the
Holding Pens area.
-------------------------------------------------------------------------------
-- Phenotrans Nuisance
Requirement: Kill 20 Security Guards.
Extra Info: Find and kill 20 security guards. Many of security guards are
found in the Holding Pens area on the top catwalks.
-------------------------------------------------------------------------------
-- Phenotrans Sabotage
Requirement: Kill 5 Hazard Units
Extra Info: Hazard Units will not start appearing until after case 2-2. Chuck
and Frank will have to fight two of them in case 2-2 and they will appear
throughout the facility after that battle. It is best to use a shotgun or an
impact blaster to hit them to damage them quicker.
-------------------------------------------------------------------------------
-- Savior
Requirement: Save all survivors in a single playthrough.
Extra Info: There are a total of 9 survivors in Case West. Find and save them
all. Use the walkthrough to find them or use the notebook list. Survivors 5 -
13 in the notebook are the 9 survivors to save for this achievement.
-------------------------------------------------------------------------------
-- Ultimate Power
Requirement: Reach Level 50.
Extra Info: Chuck and Frank start at level 40, so level them up to level 50 to
get this achievement. Saving survivors and killing off zombie groups with
dynameat and the hail mary are the quickest ways to level up.
-------------------------------------------------------------------------------
-- Zombie Hunter
Requirement: Kill 1,000 zombies in a single playthrough.
Extra Info: It's best to use the Zap N' Shine combo weapon in the Holding Pens
to help with this achievement. The Zap N' Shine can finish off several zombies
before breaking and it can be built in both Holding Pens maintenance rooms and
the maintenance room in the Storage Bay.
Other than the Zap N' Shine, a player can also use dynameat and the hail mary
combo weapons on zombie crowds. The Holding Pens and the Harvesting Room
(mainly the furnace) have the biggest zombie groups in the facility.
-------------------------------------------------------------------------------
[CR00]
-------------------------------------------------------------------------------
C R E D I T S
-------------------------------------------------------------------------------
-- Special Thanks
-- Copyright
This document Copyright 2010 Kevin Hall (Berserker)
Dead Rising 2 Copyright 2010 Capcom Ltd.
This document is for private and personal use only. Do not try to sell this
document for profit. This is a free document and should remain free. Do not
try to reproduce this document in any way, shape, or form. Do not alter this
FAQ in any way. Use of this guide on any other web site, besides the sites
that have contacted me, or as a part of any public display is strictly
prohibited, and a violation of copyright.
If you want to use this FAQ on your site, then contact me for permission first.
This FAQ can only be found on a few sites as of now and I am keeping a list of
those sites. Contact me if you want to use it.
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
., ,.
\ '. - - http://berserkersblog.blogspot.com - - .' /
'. '. - - http://www.youtube.com/user/BerserkerSTARS - - .' .'
'. '. ___ __ __ __ __ __ __ __ .' .'
'.| / __\ /__\/__\/ _\ /__\/__\ /\ /\ /__\/__\ |.'
.., /__\// /_\ / \//\ \ /_\ / \// / //_//_\ / \// ,..
( \ '. / \/ \//__/ _ \_\ \//__/ _ \/ __ \//__/ _ \ .' / )
'. \ '.. \_____/\__/\/ \_/\__/\__/\/ \_/\/ \/\__/\/ \_/ ..' / .'
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'.....' T E A R T H R O U G H T H E G A M E! '.....'
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