Dead Rising 2: Case West Walkthrough January 12, 2011 Version: 1.00 Copyright 2011 Christopher C. Wrenn =LEGAL INFORMATION= ------------------------------------------------------------------------------- This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. ------------------------------------------------------------------------------- =Table of Contents= ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- 01. About This Game.....................................................[#ABTG] 02. Controls............................................................[#CTRL] 03. Walkthrough.........................................................[#WKTH] 04. Combo Cards.........................................................[#COCD] 05. Mixed Drinks........................................................[#MIXD] 06. Items...............................................................[#ITEM] 07. Notebook............................................................[#NOTE] 08. Clothes.............................................................[#CTHS] 09. PP Stickers.........................................................[#PPST] 10. Security Cameras....................................................[#CAMS] 11. Levels and Stats....................................................[#LVST] 12. Achievements........................................................[#ACHS] 13. Special Thanks......................................................[#SPTK] 14. Version History.....................................................[#VERS] 15. Contact.............................................................[#CNTC] ------------------------------------------------------------------------------- [#ABTG] =About This Game= ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Case West is an epilogue to Dead Rising 2 and so far is only available for 800 points on XBLA. It directly continues from DR2's Ending A and joins Chuck Greene and DR1 protagonist Frank West in a case to uncover the dirt on Pheno- trans and clear Chuck's name. The core gameplay remains the same as Case Zero and DR2, but with some return- ing elements from the original Dead Rising such as the camera. There are also new combo weapons to create, three of which with PP bonuses only Frank can take advantage of. Co-op also returns with the guest player taking control of Frank and his per- sonal moveset and item abilities. ------------------------------------------------------------------------------- [#CTRL] =Controls= ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Left Stick/Right Stick: These control movement and camera angles, respectively. D-Pad: Left brings up your watch. It allows you to see the current time and ongoing missions. You can also set a guide arrow for a specific mission. Right allows a joining co-op player to enter your game. Up puts away your currently held item or weapon. If you do not have space in your inventory or the item is too large to put away, you will drop it instead. Down will cause you to drop your currently held item. Left/Right Bumpers: These will allow you to scroll through your item/weapon inventory. Left Trigger: When held, this enters you into aiming mode. It allows you to throw your currently held item/weapon with X or Right Trigger. If you are not holding anything you will spit instead. When holding a gun you will be able to walk and strafe while in aim mode. When in a vehicle it puts you in reverse. In conjunction with Y, makes Frank change clothes in single-player. Hold and press Right Bumper to enter camera mode. Right Trigger: In aim mode and allows you to throw or shoot your currently held item/weapon or spit if holding nothing. It accelerates any vehicle you're driving. It's also used along with the A/B/X buttons to use skill moves. Select: Brings up the map and shows you your current location as well as buildings, restrooms, maintenance rooms, and the spot of an active mission destination. Start: Lets you view your stats, Combo Cards, case progress, notebook, help & options, tutorials, map, leaderboards, achievements, and quit. It also skips cutscenes. X: Attack bare-handed or use your currently held item. Some weapons even have a secondary attack when you hold it down instead. Snaps picture in camera mode. B: Is used for interacting with objects and people. Zooms in in camera mode. Y: Call Frank to you in single-player. A: Jump. Zooms out in camera mode. ------------------------------------------------------------------------------- [#WKTH] =Walkthrough= ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- This guide will cover all the cases to Ending A as well as rescuing all the survivors. ------------------------------------------------------------------------------- The game begins with a bit of backstory about the origins of the Willamette outbreak as well as subsequent outbreaks in Las Vegas and Fortune city. It then segues to Chuck trying to fight off TK's zombie in an elevator. The doors finally open for Frank West who kills TK for good with a baseball bat. Frank recognizes Chuck as the one responsible, but Chuck once again denies the allegations. Frank warns him that there's a bounty on his head and Chuck asks if that's why he's there. Frank relents that he may believe Chuck's innocence after all. Chuck lists the crimes that Phenotrans is behind, including the death of Rebecca who Frank was in Fortune City to meet. Chuck wants to search for proof that he was set up, but Frank reminds him that the firebombing will begin shortly. He begins to lose hope, but Frank informs him of a source that told him about a Phenotrans facility west of Fortune City. Frank introduces himself and the two head off. They sneak in the facility through a vent, but they both fall into a pen of zombies. Once in control all you need to do is survive for a few seconds. The next scene shows the door opening for a shipping crate full of more zombies. Fight your way to the opposite end to get out and head up to the Shipping Office. Kill the lone guard on the way for a Security AR. Both sneak inside to see another security guard who Chuck assumes is alone. He makes his presence known, but finds out there are actually two, both armed. Kill both of them for the next scene. The loudspeaker announces that the zombies escaped their pens and Frank notices his contact communicating to him on a nearby monitor. He deduces that the source caused the outbreak as a dis- traction, but Chuck doesn't full trust the source. The source prints out a map to use and claims he can download information if the two enter a couple access codes in the facility. ------------------------------------------------------------------------------- Case 1: Survivors: None. Grab some healing items like the Orange Juice and Soda and then leave through the south door of the Shipping Office. Whenever possible, kill any or all Sec- urity Guards around. Not only do their bullets constantly slow you down, but they can drain your health fairly quickly. Also try and give Frank better wea- pons like blades or guns. Follow the catwalks to the Security Outpost in the Holding Pens area and enter your first code, then drop down to the first floor. If want to make life a little easier, head to the north-east Maintenance Room in the Holding Pens area and build an Impact Blaster using and Impact Hammer and Blast Frequency Gun. This is possibly the best weapon against human enemies. Next, head into the Harvesting Room and make your way around to the Server Room in the Living Quarters area to enter the other code. While here, head to the Maintenance Room next door and make a Reaper with the Katana Sword and Sickle, another one of the best weapons to use. Now go upstairs and use the door to the Holding Pens. This will unlock it and allow its use from both sides. Return to the Shipping office to finish Case 1. In the next scene Frank mentions waiting until the source has downloaded all the information and then finding a way out, but Chuck says he still needs to clear his name. Frank contacts his source about it and he replies that he'll try and figure something out. ------------------------------------------------------------------------------- Case 2: Survivors: Hernando, Lisa, Alicia Case 2 won't begin until 4:00PM, but in the meantime there are three survivors to rescue. First is Hernando right outside of the Shipping Office. Clear the zombies around him and speak to him to send him on his way. Before Hernando leaves, he'll mention his friend Lisa who was last seen in the Cafeteria. Head there to find her note to Hernando stating she was going to the Security Tower. There you will find another note from Lisa telling Hernando that she returned to her room in the Living Quarters. Now you'll finally find her in Living Quarters A4. Clear the zombies around her and she'll reward you with the Emergency Key that unlocks the door between Living Quarters RR and A6. The last survivor for now is Alicia, who is found in the Zombrex Research Lab. Give her an Electric Prod and she'll be on her way. At 4:00PM the next case will begin. Chuck is explaining to Frank that queens are being used by Phenotrans to make Zombrex and that all the zombies in the facility are from the Fortune City outbreak. The source contacts them, saying that the evidence to clear Chuck should be in the director's office. Chuck asks him who he is, but the connection is cut. First, head south into the Holding Pens to find Robert under the Security Outpost. Just give him a Security AR to save him. Now head to the Refrigerated Containment room in the Research Laboratory to find the Lab Keycard to enter the director's office. Backtrack to the second floor of the Storage Bay to unlock the Secure Lab Observatory door. After navigating the halls, the next scene plays. The two discover lists of missing people and prisoners and Chuck states again that they need queens to make Zombrex, Frank formerly being under the impression that the drug was synthesized. Out of frustration Frank throws his box of Zombrex across the room and tripping an alarm. The Hazard Suits don't pose much of a risk. Any good damage dealing weapon will do the trick, but Impact Hammers and Impact Blasters are probably the best. After finishing them off, somebody tries to contact one of the fallen Hazard Suits. Frank uses a line straight from Star Wars to get them out of the mess. Return to the Shipping Office and Frank's source will have the evidence he need's, but he's stuck in a lab and needs time to override the locks. ------------------------------------------------------------------------------- Case 3: Survivors: Regina, Mizuki, Allie, Jerry, Dean There are four more survivors to find before the next case at 1:00AM. The near- est is Regina in the Shipping Bay. She wants to escape, but wants to sell human organs on the outside world for a living. You'll find the Human Liver in the Livestock Dissection Lab and the Human Heart in Zombrex Production Lab A. Re- turn to Regina and give her the organs. She'll be saved and give you the Under- ground Tunnel Key as a reward. Use that key now to find Mizuki in the Underground Tunnel. He's hostile, so beat him up bare-handed a little bit and he'll decide to leave. From there, exit the tunnel into the Harvesting Room. Make your way to the second floor to find Allie fighting off a group of zombies. Clear them away and she'll be free to leave. Now head to the Living Quarters to find Jerry in Living Quarters X1. He'll want you to bring him a Laser Sword [Flashlight + Gems] and a Lightning Gun [Blast Frequency Gun + Electric Prod]. He'll reward you with a Laser Gun and the Combo Card for it before leaving safely. At 1:00AM Chuck is annoying Frank while waiting for the source. He finally con- tacts them saying he has the evidence downloaded. Now they have to get to where he is and they need to cut the power to do so. The Detonator can be found in the Storage Bay and the Explosives in the Sec- urity Tower. When both are in hand take them to the Power Room in the Research Laboratory to open the way to the final area. Before heading to the Secure Laboratory, there's one more survivor to find. At 2:00AM Dean will be in the Server Room in the Living Quarters. He wants an En- ergizer drink, so go to the Cafeteria and mix a Baguette and Coffee together to make one. Upon delivery he will be safe. Now to prepare for the psychopath fight. It's not difficult, but it can be a little time consuming as he has three life bars to drain. Impact Blasters and Reapers are great to have as well as Katana Swords. There is some food to be found in the fighting area, but take some Orange Juice along just in case. And don't forget to equip Frank with a decent weapon. If he's going to be distract- ing the boss at times he might as well be doing some damage as well. ------------------------------------------------------------------------------- Psychopath: Inside the Secure Laboratory you finally meet Frank's source. He is a she and she is Isabela Keyes, Frank's acquaintance from the first game. She's working for Phenotrans because she was forced to either work for them or go to jail. She has been working on trying to make the drug synthetic and to find a cure, but she says they've been stealing her work and must leave to continue her research. The director shows up and guards enter to stop them from leaving, but Isabela gets away, leaving Chuck to believe she was using them to escape. The director elaborates that what they do is for the greater good and nobody would do any- thing even if they knew the truth. Isabela returns and kills one of the guards, but the head of security, Harjit, stops her. She throws a flash drive with the evidence to Frank and Chuck before passing out and being carried away, but Harjit steps on it before the fight begins. Harjit has five strategies. One is a basic combo attack, which if he's using on Frank is an open opportunity to attack him from behind. Another is a charging attack that can be evaded by Dodge Rolling, but if you're hit and rammed into anything you'll be stunned. His third normal attack is throwing shelves at you, which again can be evaded with Dodge Rolling. Occasionally he'll launch himself out of reach of melee attacks and call for help, summoning any of the human enemies to aid him. After a while he'll begin his final strategy, going out of reach and launching Acetylene Tanks at you. These are easily avoided as well if you hide behind something. After the fight Harjit will fall through a tube of queens and die. Frank con- fronts the director about needing Zombrex herself, but she claims she used Isabela's research to make a cure and that it wouldn't be in their best in- terest to release it. She continues about how humanity brought on the zombies, so they deserve to suffer the outbreaks before initiating a self destruct sequence. Chuck wants to find that cure for his daughter, but Frank convinces him to leave since there's no time to find it. Outside, Chuck laments about there being a cure, but Frank counters that it could have been a lie. They also discuss having the evidence that Phenotrans was behind the Fortune City outbreak, but that nobody will take their word for it. Frank realizes that he forgot his Zombrex in the facility, but Chuck tosses him the box he threw away earlier. "The world needs Frank West." ------------------------------------------------------------------------------- [#COCD] =Combo Cards= ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- A few Combo Cards return from Dead Rising 2, plus seven brand new ones only in Case West. Three of those have PP bonuses and alternate attacks that only Frank can take advantage of. ------------------------------------------------------------------------------- Returning Cards Drill Bucket [Power Drill + Bucket] PP Bonus: [---/500] Alternate Attack: No. Ripper [Cement Saw + Saw Blade] PP Bonus: [--/100] [150] Alternate Attack: Yes. Hail Mary [Football + Grenade] PP Bonus: [---/500] Alternate Attack: No. Freezer Bomb [Fire Extinguisher + Dynamite] PP Bonus: [--/50] Alternate Attack: No. Dynameat [Hunk of Meat + Dynamite] PP Bonus: [---/1000] Alternate Attack: No. Flamethrower [Water Gun + Gasoline Canister] PP Bonus: [--/50] Alternate Attack: No. Plate Launcher [Plates + Cement Saw] PP Bonus: [---/200] Alternate Attack: No. Blazing Aces [Tennis Racquet + Tiki Torch] PP Bonus: [---/500] Alternate Attack: No. Laser Sword [Gems + Flashlight] PP Bonus: [--/150] [300] Alternate Attack: Yes. Snowball Cannon [Fire Extinguisher + Water Gun] PP Bonus: [--/200] Alternate Attack: No. New Cards Shocker [Defibrillator + Medical Tray] PP Bonus: [50/100] [500] Alternate Attack: Yes. *Zap 'n Shine [Floor Buffer + Electric Prod] PP Bonus: [75/150] Alternate Attack: No. Lightning Gun [Blast Frequency Gun + Electric Prod] PP Bonus: [25/50] Alternate Attack: No. *Reaper [Sickle + Katana Sword] PP Bonus: [75/150] [???] Alternate Attack: Yes. Impact Blaster [Impact Hammer + Blast Frequency Gun] PP Bonus: [50/100] [500] Alternate Attack: Yes. *Sterilizer [Chemicals + Syringe Gun] PP Bonus: [500/1000] Alternate Attack: No. Laser Gun [Laser Sword + Lightning Gun] (save Jerry Sampson) PP Bonus: [150/300] Alternate Attack: No. *PP bonuses and alternate attacks only Frank can use. ------------------------------------------------------------------------------- [#MIXD] =Mixed Drinks= ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- There are two drink mixers in the game. One in the Cafeteria and another in the Secure Lab Observatory. Each mixed drink heals Chuck and Frank as well as give them an effect. Below are only a few of the mixes to make these. ------------------------------------------------------------------------------- Randomizer: Causes the user to get sick. Cooking Oil + Orange Juice Cooking Oil + Apple Mustard + Ketchup Nectar: Attracts queens to the user. Orange Juice + Orange Juice Apple + Apple Orange Juice + Whiskey Untouchable: Zombies can't grab the user. Pie + Apple Quick Step: User runs extremely fast. Orange Juice + Coffee Soda + Pie Energizer: Makes user invincible for a very short time. Coffee + Baguette Spitfire: User can spit fire. Soda + Soda Pain Killer: User takes half damage. Whiskey + Whiskey Zombait: User attracts zombies. ??? Repulse: Zombies ignore the user. ??? ------------------------------------------------------------------------------- [#ITEMS] =Items= ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Anything and everything you can pick up is a potential weapon against zombies. Magazines add attributes to the player, items, or food when held. ------------------------------------------------------------------------------- Firearms: Handgun - Shotgun - Security AR - Blast Frequency Gun Blades: Bowie Knife - Chef Knife - Katana Sword - Sickle - Bone Saw - Cement Saw Bludgeoning Weapons: Baseball Bat - Shovel - Sledge Hammer - 2x4 - Impact Hammer - Pan Explosive: Dynamite - Grenade - Gasoline Canister - Propane Tank - Acetylene Tank Flash Grenade Miscellaneous: Electric Prod - Queen - Defibrillator - Golf Club - Tennis Racquet - Pool Cue Water Gun - Fire Extinguisher - Saw Blade - Novelty Syringe - Tiki Torch Cardboard Box - Acoustic Guitar - Push Broom - Lab Specimen - Massager Food: Orange Juice - Soda - Coffee - Snack - Jellybeans - Baguette - Sandwich - Pie Apple - Whiskey Magazines: Horror - 25% PP boost from defeating zombies - Zombrex Production Lab roof Science - Science and medical items last 3x longer - Living Quarters A4 Health - Food items restore 50% more health - Living Quarters A7 Hand to Hand - Bare-handed attacks deal more damage - Living Quarters A7 ------------------------------------------------------------------------------- [#NOTE] =Notebook= ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- The notebook logs every character and survivor encountered in the game as well as their status in the current playthrough. ------------------------------------------------------------------------------- 001 - Harjit Singh Head of Phenotrans Facility's security and personal bodyguard to the director. Notes: Harjit has five strategies. One is a basic combo attack, which if he's using on Frank is an open opportunity to attack him from behind. Another is a charging attack that can be evaded by Dodge Rolling, but if you're hit and rammed into anything you'll be stunned. His third normal attack is throwing shelves at you, which again can be evaded with Dodge Rolling. Occasionally he'll launch himself out of reach of melee attacks and call for help, summoning any of the human enemies to aid him. After a while he'll begin his final strategy, going out of reach and launching Acetylene Tanks at you. These are easily avoided as well if you hide behind something. 002 - Marian Mallon The Director of the Phenotrans Facility. Notes: None. 003 - Frank West He's covered wars you know. Notes: None. 004 - Isabela Keyes Frank's source turned out to be an old acquaintance. Notes: None. 005 - Hernando Arisa As smart as he looks. Found in the Loading Bay. Notes: Appears after Case 1-2. Clear zombies to save him. Required to find Lisa. 006 - Alicia Hobbes Looking for a deadly weapon. Found in the Zombrex Research Lab. Notes: Appears after Case 1-2. Give an Electric Prod to rescue. 007 - Lisa Hersey Lady won't go down without a fight. Found in the Living Quarters. Notes: Save Hernando and follow the mission to the Cafeteria, Security Tower, and finally to Living Quarters A4. 008 - Regina Dee Looking for a new way to make money. Found in the Storage Bay. Notes: Appears after Case 2-3. Give her the Human Heart from Zombrex Production Lab A and the Human Liver from Livestock Dissection Lab. She'll give the Tunnel Key. 009 - Jerry Sampson The man behind the Laser Gun. Found in the Living Quarters. Notes: Appears after Case 2-3. Give him a Laser Sword and Lightning Gun and he will give the Laser Gun Combo Card. 010 - Mizuki Tanahara This guy's completely off his rocker. Found in the Underground Tunnel. Notes: Must rescue Regina for the Tunnel Key. Attack him bare-handed to save. 011 - Dean Templeton Needs a pick-me-up. Found in the Server Room. Notes: Appears at 2:00AM. Give an Energizer to save. 012 - Robert Staymore Planning on blasting his way out. Found under the Security Outpost. Notes: Appears during Case 2-2. Give a Security AR to save. 013 - Allie Jack A day of harvesting got too hot to handle. Found in the Harvesting Room. Notes: Appears after Case 2-3. Clear the zombies to rescue her. ------------------------------------------------------------------------------- [#CTHS] =Clothes= ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Of course, the staple of changing your appearance returns in this addition. Both Chuck and Frank can change into any combination of available clothing. To change Frank's clothes in single-player, aim at the changing spot with LT and press Y. You can return to the default clothing in the Shipping Office. ------------------------------------------------------------------------------- Head: Servbot Mask - Living Quarters RR Top Hat - Living Quarters RR Hair Cap - Cafeteria (kitchen) Hazmat Helmet - Harvesting Room (second floor) Baseball Cap - Security Outpost Security Helmet - Security Tower Mad Scientist Hair - Secure Lab Observatory Face: Glasses - Living Quarters A6 Hygiene Mask - Zombrex Research Lab Nerd Glasses - Server Room Safety Glasses - Zombrex Production Lab A Body: Exercise Outfit - Living Quarters A6 Baseball Uniform - Living Quarters A3 Lab Coat - Living Quarters A4 Dress Suit - Living Quarters X2 Hazmat Suit - Research Laboratory (east Harvesting Room wall) Medical Gown - Livestock Dissection Lab Phenotrans Casualwear - Shipping Office Journalist Suit (DR1 default) - Shipping Office Security Outfit - Security Outpost Feet: Security Boots - Living Quarters A8 Slippers - Living Quarters A2 Cleats - Living Quarters A3 Dress Shoes - Living Quarters X2 Hazmat Boots - Gas Control (behind south steps) Brown Loafers - Secure Lab Observatory ------------------------------------------------------------------------------- [#PPST] =PP Stickers= ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- PP Stickers return from the first Dead Rising, but there aren't nearly as many this time. There are ten total and a green indicator light will appear while in camera mode to notify you that one is in sight. Each will reward 1000PP once per playthrough. ------------------------------------------------------------------------------- 01. The blue storage bin in the Loading Bay near the Storage Bay. 02. In the Storage Bay under a "Keep 'em Moving" sign. 03. The blueprint map in the Security Outpost. 04. Zombrex poster in Living Quarters RR 05. The picture of Texas in Living Quarters A8 06. Tiki statue above Living Quarters X1 07. Center machine in Refrigerated Containment 08. A G274 tank in Zombrex Research Lab 09. Red tank above Refrigerated Containment 10. Center machine in the Harvesting Room from the second floor. ------------------------------------------------------------------------------- [#CAMS] =Security Cameras= ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Aside from PP Stickers you can also hunt down the many security cameras lit- tered around the facility. All that's needed to destroy them is a long ranged weapon, the most practical being guns. There are 47 total. ------------------------------------------------------------------------------- 01. Loading Bay - West Shipping Office door 02. Loading Bay - South Shipping Office door 03. Loading Bay - Storage Bay door (2nd floor) 04. Storage Bay - Top left pen 05. Storage Bay - Top middle pen 06. Storage Bay - Top right pen 07. Storage Bay - Bottom right pen 08. Storage Bay - Bottom middle pen 09. Storage Bay - Bottom left pen 10. Storage Bay - Holding Pens door (2nd floor) 11. Storage Bay - Secure Lab Observatory door (2nd floor) 12. Holding Pens - Left top pen 13. Holding Pens - Left upper-middle pen 14. Holding Pens - Left lower-middle pen 15. Holding Pens - Left bottom pen 16. Holding Pens - Right top pen 17. Holding Pens - Right upper-middle pen 18. Holding Pens - Right lower-middle pen 19. Holding Pens - Right bottom pen 20. Holding Pens - Bottom left pen 21. Holding Pens - North Security Outpost door 22. Holding Pens - East Security Outpost door 23. Holding Pens - South Security Outpost door 24. Holding Pens - Living Quarters door (2nd floor) 25. Holding Pens - North Security Tower door 26. Holding Pens - South Security Tower door 27. Holding Pens - East Security Tower door 28. Holding Pens - West Security Tower door 29. Holding Pens - Storage Bay door (2nd floor) 30. Holding Pens - Research Laboratory door (2nd floor) 31. Harvesting Room - West door 32. Harvesting Room - South door 33. Harvesting Room - Near Underground Tunnel door 34. Gas Control - Cafeteria door 35. Research Laboratory - Zombrex Production Lab B 36. Research Laboratory - Refrigerated Containment north door 37. Research Laboratory - Refrigerated Containment south door 38. Refrigerated Containment - North door 39. Research Laboratory - Zombrex Research Lab door 40. Research Laboratory - Livestock Dissection Lab door 41. Research Laboratory - Power Room door 42. Research Laboratory - Zombrex Production Lab A door 43. Research Laboratory - Secure Laboratory door 44. Living Quarters - Loading Bay door (2nd floor) 45. Living Quarters - Server Room door 46. Server Room - East door 47. Server Room - North wall ------------------------------------------------------------------------------- [#LVST] =Levels and Stats= ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Attack: Determines attack strength. Speed: Determines running speed. Life: The total health the player has. Item Stock: Determines how many items and weapons can be carried. Throw Distance: Determines how far items can be thrown. ------------------------------------------------------------------------------- Chuck's Skills: Backdrop: A fast rear defensive move where you will slam zombies backwards with all your body weight. -Escape quickly when grappled from behind. Jump Kick: A quick way to move around the environment and knock over a zombie in your path. -Jump then press X. DDT: A fast defensive move which slams the attacker's head into the ground. -Escape quickly when grapple from the front. Curb Stomp: Smash a downed zombie with the full force of your boot. -Hold Right Trigger and press A. Front Kick: Focused standing kick attack which knocks a zombie away from you. -Hold Right Trigger and press X. Dodge Roll: Quickly avoid incoming attacks by rolling in the direction you are facing. -Click the Left Stick button. Double Leg Drop Kick: A heavy frontal clear out attack capable of knocking down many zombies, but leaves you vulnerable. -Jump then hold X. Foot Sweep: Trips zombies in your way giving you time to escape or face a different threat. -Hold Right Trigger and hold A. Elbow Drop: Powerful move which knocks down multiple zombies around you. The higher the jump, the greater the payoff. -Jump then hold Right Trigger and press X. Haymaker: Additional attack added to your arsenal which combines well with your punches. -Hold X barehanded. Field Goal: Quick way to dispatch crawling zombies on the ground. -Hold Right Trigger and press X (stand over zombie head). Smash: Fast and effective mean of slamming zombies to the ground or dispatching the quickly using the environment to your advantage. -Hold Right Trigger and hold X. Hands Off: They can't grab you if they can't reach you. -Hold Right Trigger and press B. Power Bomb: Use a crawling zombie to clear out nearby zombies. -Hold Right Trigger and press B (stand over zombie feet). Pick Up: Pick up a nearby zombie and throw it at others. -Hold Right Trigger and hold B. Frank's Skills: [RESERVED] ------------------------------------------------------------------------------- [#ACHS] =Achievements= ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Like every other XBLA game, there are twelve achievements to get for a total of 200GS. ------------------------------------------------------------------------------- Amateur Photography - 10 Take a picture. Phenotrans Nuisance - 10 Kill 20 Security Guards Phenotrans Bubble Burster - 10 Kill 10 Zombie Handlers Phenotrans Sabotage - 10 Kill 5 Hazard Suits Ultimate Power - 20 Level up to 50. Fantastic - 20 Beat the game. Handy Man - 20 Create every new Combo Weapon. Professional Photography - 20 Take a picture of every PP Sticker in one playthrough. Petty Vandal - 20 Destroy every security camera in one playthrough. Savior - 20 Rescue every survivor in one playthrough. Double the Fun - 20 Complete the entire game while in co-op. ------------------------------------------------------------------------------- [#SPTK] =Special Thanks= ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Thanks for anybody who has help me with this guide. ------------------------------------------------------------------------------- JoeyRevolver1 - For pointing out the location of the final PP Sticker. ------------------------------------------------------------------------------- [#VERS] =Version History= ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- 1.00 - 01/12/2011: Original Posting ------------------------------------------------------------------------------- [#CNTC] =Contact= ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- If any information in this guide is wrong or can be expanded upon (such as filling in any blanks) please let me know. Any additional or better strategies for anything are welcome as well. Credit will be given were it's due. E-mail- rumptha[at]gmail[dot]com