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You've gotta be willing to risk it all... ------------------------------------_____ _____ _____ _ _ _ _ / ____ ___ __ \ ____ /\ __ \ _____ _____ \ __ / _ \ __ / \ __ \ / ____ \ _ \/ ) __ / /\ \ __) (___ . ` __ / / __ __ / ____ \ __ _ / \___ \ \ \_____ / /_ _____/ __ /_/ \_\ _____/ \ \ _ ____) _ _ \_ ____ ____ _ \_\ _____/ _____ _____ _ _ _____ __ _ __ _____ __ __ _ ______ ____ / // // __/\ \ / // // / _/ /\ \ \____ \\ \ \ \ \ \ \_\ \ _ /_//_//___/ \__\/__//_//_/ ___-__\ \_\ ____\_\\_\ \_\ _ \_\___\ \_\ ----------------------------------------------- ...if you ever want to win big! Homepage: http://www.berserkersblog.blogspot.com Youtube: http://www.youtube.com/user/BerserkerSTARS - - Started: 9/28/10 Completely finished: -Last update: 1/6/11 Version: 1.3 - - 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. - - (covers Xbox 360 and PS3 versions) ------------------------------------------------------------------------------=-=-=-=-=-=-=-=-=-=- - 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] -- Prologue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [DY00] -- Day 1 (September 25) . . . . . . . . . . . . . . . . . . . . . . . [DY01] - Zombrex 1 . . . . . . . . . . . . . . . . . . . . . . . . [ZB-01] -- Case 1 - Case - Case - Case - Case 1-1 1-2 1-3 1-4 Big News . . . . Alive on Location Insecurity . . . Alliance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [CS1-1] [CS1-2] [CS1-3] [CS1-4]

-- Case 2 - Case 2-1 - Sign of Life . . . . . . . . . . . . . . . . . [CS2-1] - Case 2-2 - Ticket to Ride . . . . . . . . . . . . . . . . [CS2-2]

-- Day 2 (September 26th) . . . . . . . . . . . . . . . . . . . . . . [DY02] - Zombrex 2 . . . . . . . . . . . . . . . . . . . . . . . . [ZB-02] -- Case 3 - Case 3-1 - Boom Town . . . . . . . . . . . . . . . . . . . [CS3-1] - Case 3-2 - Run For the Money . . . . . . . . . . . . . . . [CS3-2] -- Case 4 - Case 4-1 - The Source . . . . . . . . . . . . . . . . . . [CS4-1] -- Day 3 (September 27th) . . . . . . . . . . . . . . . . . . . . . . [DY03] - Zombrex 3 . . . . . . . . . . . . . . . . . . . . . . . . [ZB-03] -- Case 5 - Case 5-1 - Stakeout . . . . . . . . . . . . . . . . . . . [CS5-1] - Case 5-2 - The Getaway . . . . . . . . . . . . . . . . . . [CS5-2] -- Day 4 (September 28th) . . . . . . . . . . . . . . . . . . . . . . [DY04] - Zombrex 4 . . . . . . . . . . . . . . . . . . . . . . . . [ZB-04] -- Case 6 - Case - Case - Case - Case 6-1 6-2 6-3 6-4 Help Arrives Last Stand . Lean on Me . Breach . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [CS6-1] [CS6-2] [CS6-3] [CS6-4]

-- Case 7 - Case 7-1 - Bad to Worse . . . . . . . . . . . . . . . . . [CS7-1] - Case 7-2 - The Only Lead . . . . . . . . . . . . . . . . . [CS7-2] - Case 7-3 - What Lies Beneath . . . . . . . . . . . . . . . [CS7-3] -- The Facts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [CSFA] -- Day 5 (September 29th) . . . . . . . . . . . . . . . . . . . . . . [DY05] -- Overtime Mode . . . . . . . . . . . . . . . . . . . . . . . . . . . [CSOV] Section IV: Extra Missions . . . . . . . . . . . . . . . . . . . . . [EM00] -- Day 1 - Taming the Tiger (unlisted) . - She Wears the Pants (unlisted) - Lost . . . . . . . . . . . . . - One Man's Trash . . . . . . . - Short Sighted . . . . . . . . - Welcome to the Family . . . . - Workers Compensation . . . . . - Lush-ious . . . . . . . . . . - Meet the Contestants . . . . . - Brains Over Brawn . . . . . . - Chuck the Role Model . . . . . - Barn Burner . . . . . . . . . - Once Bitten . . . . . . . . . - Code Blue . . . . . . . . . . - Tastes Like Chicken . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [EM001] [EM002] [EM003] [EM004] [EM005] [EM006] [EM007] [EM008] [EM009] [EM010] [EM011] [EM012] [EM013] [EM014] [EM015]

-- Day 2 - An Industrial Fashion . . . . . . . . . . . . . . . . . . [EM016] - Rock Heroes . . . . . . . . . . . . . . . . . . . . . . . [EM017]

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Desperate Shoppers (unlisted) Everyone Knows Slappy . . . . Wilted Flower . . . . . . . . Here Comes the Groom . . . . . Chuck the Bodyguard (unlisted) Par for the Course . . . . . . Stuart's Scheme . . . . . . . Mail Order Zombrex . . . . . .

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[EM018] [EM019] [EM020] [EM021] [EM022] [EM023] [EM024] [EM025] [EM026] [EM027] [EM028] [EM029] [EM030] [EM031] [EM032] [EM033] [EM034] [EM035] [EM036] [EM037] [EM038] [EM039] [EM040] [EM041] [EM042] [EM043] [EM044] [EM045] [EM046] [EM047] [EM048] [EM049] [EM050]

-- Day 3 - High Stakes (unlisted) . . . . - Hunger Pains . . . . . . . . . - Fetching Females . . . . . . . - WWJWD? . . . . . . . . . . . . - Deep Pockets (unlisted) . . . - Bank Run . . . . . . . . . . . - Tape it or Die 1 (unlisted) . - Ante Up . . . . . . . . . . . - Slave to Fashion . . . . . . . - Redneck Rampage (unlisted) . . - Chemical Dependency . . . . . - Art Appreciation . . . . . . . - Know When to Fold'em . . . . . - Shell Shocked . . . . . . . . - One Hit Wonder . . . . . . . . - Bent Wood . . . . . . . . . . - Stranded Siren . . . . . . . . - Dead or Alive? . . . . . . . . - Cleaning the Wounds (unlisted) - Two's Company . . . . . . . . -- Day 4 - World's Most Dangerous Trick - Family Feud . . . . . . . . - Fortune City Botany Club . . - Tape it or Die 2 . . . . . . - Left Behind (unlisted) . . . . . . . .

Section V: Combo Weapons . . . . . . . . . . . . . . . . . . . . . . [CW00] Section VI: Weapons . . . . . . . . . . . . . . . . . . . . . . . . . [WE00] Section VII: Item List . . . . . . . . . . . . . . . . . . . . . . . . [IL00] Section VIII: Lists . . . . . . . . . . . . . . . . . . . . . . . . . . [LI00] Full Notebook List . . . Full Event Timeline . . Magazines List . . . . . Free Zombrex List . . . Bonus PP List . . . . . Endings List . . . . . . Unlockables List . . . . Downloadable Outfit List . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [LS001] [LS002] [LS003] [LS004] [LS005] [LS006] [LS007] [LS008]

Section IX: Checklists . . . . . . . . . . . . . . . . . . . . . . . [CL00] -- Combo Cards - Fortune City Environmental Combo Card Checklist . . . . . [CL001] - Psychopath Combo Card Checklist . . . . . . . . . . . . . [CL002]

- Survivor Combo Card Checklist . . . . . . . . . . . . . . [CL003] - Other Combo Card Checklist . . . . . . . . . . . . . . . . [CL004] -- Weapons - Combo Weapon Checklist . . . - Firearm Checklist . . . . . - Explosive Weapons Checklist - Ranged Weapons Checklist . . - Novelty Weapons Checklist . - Melee Weapons Checklist . . -- Other - Food Checklist . . . . . . - Clothes Checklist . . . . - Store Checklist . . . . . - Gifts for Katey Checklist - Zombrex Poster Checklist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [CL005] [CL006] [CL007] [CL008] [CL009] [CL010] [CL011] [CL012] [CL013] [CL014] [CL015]

Section X: Terror is Reality . . . . . . . . . . . . . . . . . . . . [TR00] Section XI: Achievements . . . . . . . . . . . . . . . . . . . . . . [AC00] Section XII: Everything Else . . . . . . . . . . . . . . . . . . . . . [EE00] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= [IN00] =============================================================================== ___ _ _ _ _ __ _ _ __ ___ '_ \ __ '__ / _ \ _ (_) ___ _ _ \__ _ \___/ W E L C O M E T O F O R T U N E C I T Y =============================================================================== HE KNOWS HIS WAY AROUND A ZOMBIE OR TWO... Two years after the zombie outbreak in the small town of Willamette, former motocross racing champion Chuck Greene found himself involved in a zombie outbreak in the Las Vegas area. He lost his wife in the outbreak, but managed to save a few survivors in the town of Still Creek and keep his little girl Katey safe throughout the whole incident. A zombie bit Katey during the Vegas outbreak but Chuck managed to keep her from turning by giving her doses of Zombrex every day. HE'S WILLING TO RISK IT ALL... Three years later, Chuck competes in the Terror is Reality (TIR) game show. He competes in the show to afford the Zombrex drug for his daughter. Chuck comes to Fortune City Nevada to compete in the latest showing of Terror is Reality. After the show, Chuck is knocked unconscious while taking an elevator down to meet up with Katey. He awakens to another zombie outbreak around him just like the one he faced in Las Vegas several years ago. HE'S A SURVIVOR... Chuck quickly finds his daughter and takes shelter in the Safehouse of Fortune City. He meets up with Stacey, the spokesperson for the Nevada section of

CURE, and Sullivan, one of the last surviving Fortune City security guards, inside the Safehouse. Katey's constant need for Zombrex forces Chuck to venture out into Fortune City to locate some for her. Chuck finds a ventilation shaft in the Safehouse that leads out into one of the many plazas of Fortune City. He enters Fortune City once again and begins to bring survivors back to the Safehouse while looking for the Zombrex drug for Katey. HE'S GOT 72 HOURS TO KILL... Before long, a television news broadcast plays a video that show Chuck Green sabotaging Fortune City and releasing the zombies into the area. Chuck must find the secret behind the incident and he must find a way to clear his name before the military shows up. He has 72 hours before the military arrives. This guide covers the full game of Dead Rising 2. It has a full walkthrough for the main game along with an explanation of each of the extra missions that Chuck can get involved in around Fortune City. I've made up tons of lists in some of the sections to help out for achievements and trophies as well. If you have any questions then feel free to email me, post on my youtube or blog or message me over Xbox LIVE or PSN - my gamertag can be found on my youtube page. Please, no friend requests. Visit my Youtube channel for some Dead Rising 2 videos if you're interested. =============================================================================== -- Dead Rising 2: Case Zero FAQ/Walkthrough: http://www.gamefaqs.com/xbox360/989132-dead-rising-2-case-zero/faqs/60812 -- Dead Rising 2: Case West FAQ/Walkthrough: http://www.gamefaqs.com/xbox360/605976-dead-rising-2-case-west/faqs/61509 -- Dead Rising 1 Featured Guide on Cheat Happens: http://www.cheathappens.com/features/dead_rising/dr_index.asp =============================================================================== [BS00] =============================================================================== ____ _ __ ) __ _ ___ (_) ___ ___ _ \ / _` / __ / __ / __ _) (_ \__ \ (__ \__ \ ____/ \__,_ ___/ _ \___ ___/ S T E P I N T O T H E M I N D O F A Z O M B I E K I L L E R =============================================================================== ================ CHUCK GREENE BIO -------------------------------------------- INTRODUCING CHUCK ================ "Ladies and gentlemen, he's a survivor! He's a hero! It's Chuck Greene!" This man is your simple American male caught in a rock and a hard place. Chuck "former Motocross racing champion" Greene was once a reckless playboy who eventually settled into a happy family life - a happiness that was shattered by the Las Vegas zombie outbreak. Chuck lost his lovely wife and a zombie bit his daughter, Katey, during the incident. To keep his daughter from zombification, Chuck must now give her daily doses of the expensive Phenotrans drug, Zombrex,

to subdue the zombie virus inside of her. The main goal that Chuck now has in life is to do whatever he can to make sure that he can get the money to keep a steady supply of Zombrex for his daughter. Chuck now performs dangerous stunts and performances along with lots of traveling to ensure that he can afford the drug. He is used to danger and he accepts it. He doesn't feel sorry for himself - that's just what he has to do, so he accepts it. The trauma of the past and the feeling of doing whatever he needs to do to make money to obtain the Zombrex drug have made him a bit of drifter and a loner. Chuck doesn't expect anyone else to feel sorry for him or help him. Chuck is determined, tough, and action-oriented rather than a thinker. ============== BASIC CONTROLS ------------------------------------------------- BECOMING CHUCK ============== -- Xbox X Y B A RB LB RT LT LS RS Start Back L thumbstick R thumbstick D-pad up D-pad down D-pad right D-pad left -- PS3 [] /\ O X R1 L1 R2 L2 L3 R3 Start Select L analog R analog D-pad up D-pad down D-pad right D-pad left Attack Command Pickup Item/Weapon/Cancel Jump Cycle through inventory of multiple items Cycle through inventory of multiple items Toss/Fire in aiming mode Aiming mode Dodge Roll (once it is unlocked) Recenter camera Pause Menu Map Move Chuck Rotate Camera Unequip Current Item/Weapon Drop Item/Weapon N/A Chuck's Wristwatch (current game time) Attack Command Pickup Item/Weapon/Cancel Jump Cycle through inventory of multiple items Cycle through inventory of multiple items Toss/Fire in aiming mode Aiming mode Dodge Roll (once it is unlocked) Recenter camera Pause Menu Map Move Chuck Rotate Camera Unequip Current Item/Weapon Drop Item/Weapon N/A Chuck's Wristwatch (current game time)

NOTE: I refer to the PS3 controls at times throughout the guide, but this guide is mainly based off the Xbox 360 version. I do have both console version of DR2 though and they are both the same... for the most part. The controls for each version have the same setup and button configuration cannot be changed on either console. ====== SAVING -------------------------------------------------------- RELIEVING CHUCK ====== Chuck can stop by any restroom in order to save the game. There are several restrooms in the full game of Dead Rising 2. 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 continue the game and skip out on the main story or start over. =========== LEVELING UP -------------------------------------------- MAKING CHUCK MORE UBER =========== Chuck will become more powerful as he gains Prestige Points (PP). As he levels up, he will gain access to new combo cards, new attack moves and his stats (attack power, attack range, etc.) will rise in level as well. Saving survivors is the quickest way to level up quickly in Dead Rising 2. Chuck can also gain bonus PP by using combo weapon attacks and by performing special tasks that grant him bonus PP such as giving Katey gifts or running on several treadmills in a row or... watching a peep show at Peeping Hole...? ATTACK _ _ _ _ _ _ _ _ _ _ _ _ _ _

Chuck's attack attribute refers to how much damage he will take off from an enemy per hit. Chuck will take off more damage with bare hand and weapon melee attacks as this stat levels up more. SPEED ___ ___ ___ ___ ___ ___

Chuck's speed attribute refers to how fast he will move while running. As the stat levels up, Chuck will begin to move quicker as he runs. _ LIFE _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _

Chuck's life attribute refers to how much damage he can take before dying. His health bar is displayed below the PP gauge on the left side of the top portion of the screen. He can have a max of 12 units of health once this attribute is fully leveled. _ ITEM STOCK _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _

Chuck's item stock attribute refers to how many items he can hold in his inventory. An item will be in his inventory from the moment that Chuck picks up an item. Some items can be stored in his inventory and some are too big to store. Chuck can have a max of 12 inventory slots at full level. With a full 12 items, Chuck must keep one of those items equipped or else he will drop the item. Basically, his hands are his 12th inventory slot. THROW DISTANCE _ _ _ _ _ _ _ _ _ _

Chuck's throw distance attribute refers to how far he will toss a weapon while throwing it. Hold the LT/L2 button then tap the X/[] button and Chuck will usually toss any melee weapon. This stat refers to how far he will toss the weapon after aiming. ================= MAINTENANCE ROOMS ---------------------------------------- CHUCK WITH DUCT TAPE ================= There are several maintenance rooms found around Fortune City. 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 is searching an area for one. Each maintenance room contains a maintenance table that Chuck 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 WITH DUCT TAPE... AND INSPIRATION! ============= Chuck 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 gains the combo card for that particular weapon. While only having a scratch card, some attacks cannot be used per combo weapon and Chuck will not gain the full PP amount per attack for that combo weapon. =========== COMBO CARDS ---------------- CHUCK WITH DUCT TAPE... AND EVEN MORE INSPIRATION! =========== 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 will sometimes gain a new combo card per level gained. Some combo cards are gained from defeating a boss, some are gained for performing various tasks for survivors and some are gained from examining movie posters. NOTE: Chuck will gain a random set of combo cards as he levels up. The results are completely random, so you might get new sets of cards on each playthrough.

================ JUICE AND MIXERS --------------------------------------------- POWERED-UP CHUCK ================ Just like in the original Dead Rising, a food items and create different types of killer. The results will vary depending found throughout Fortune City in certain Mixer/Blender locations: Baron Von Brathaus (Yucatan Casino) Juggz Bar & Grill (Platinum Strip) Pub O' Gold (Silver Strip) Rojo Diablo Mexican Restaurant (Food Court) Shots & Awe (Americana Casino) Sipparellos (Atlantica Casino) Slot Ranch Casino [at the bar] In Dead Rising 2, there are 9 different types of Juices that Chuck 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 will not lose health for a short period of time when grabbed or attacked. Mixtures: Chili + Chili Beer + Steak Beer + Pizza BBQ Chicken + BBQ Chicken player can use mixers/blenders to mix juice such as the randomizer or pain on the food items mixed. Blenders are stores.

-- Nectar (Orange) Effect: Attracts Queen Bees toward Chuck when one is in the area. Mixtures: Orange Juice + Orange Juice Orange Juice + Snack Large Soda + Bacon Milk + Orange Juice -- Pain Killer (Light Blue) Effect: Raises Chuck's defense significantly. He 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: Beer + Beer Whiskey + Whiskey -- Quick Step (White) Effect: Chuck will move much faster than normal. Mixtures: Vodka + Vodka Whiskey + Large Soda Onion Rings + Orange Juice Apple + Apple Taco + Taco

Milk + Milk Bacon + Pie Wine + Large Soda -- Randomizer (Black)

Wine + Orange Juice Wine + Wine

Effect: Gives Chuck a stomachache and causes him to vomit. Mixtures: Beer + Whiskey Milk + Beer Large Soda + Beer Milk + Cooking Oil -- Repulse (Purple) Effect: Zombies will not be attracted to Chuck. They will ignore him. Mixtures: Hotdog + Large Soda Chili + Onion Rings Pie + Chili -- Spitfire (Blue) Effect: Causes Chuck to spit flames. While unequipped, hold LT/L2 and tap X/[] to spit. Mixtures: Large Soda + Large Soda Snack + Snack Chili + Orange Juice Hotdog + Bacon Whiskey + Hotdog -- Untouchable (Red) Effect: Zombies cannot grab Chuck. Mixtures: Pie + Pie Onion Rings + Pie Hotdog + Hotdog Milk + Bacon Snack + Bacon -- Zombait (Pink) Effect: Attracts zombies' attention toward Chuck. Mixtures: Beer + Snack Jellybeans + Jellybeans Large Soda + Jellybeans Onion Rings + Jellybeans Large Soda + Ketchup Snack + Pizza Large Soda + Snack Whiskey + Pizza BBQ Ribs + BBQ Ribs Steak + Steak Ketchup Donut + Burrito Ketchup Brownie + Mustard Coffee + Taco + Taco + Brownie Taco + Chili Burrito + Chili Apple + Beans Orange Juice + Cooking Oil Pie + Cooking Oil Burrito + Coffee Creamer

Beer + Hotdog Jellybeans + Chili

Cake + Cake

====== STOVES ----------------------------------------------------- COOKING WITH CHUCK ====== A player will find a stove inside some stores in Fortune City. These can be used to heat pans. Set a pan on the stove and wait for it to turn red. Chuck will gain a 1,000 PP bonus for using the stove and the pan will gain an extra attack once Chuck picks it up. Press and hold the X button to make Chuck shove the pan into a zombie's face and fry it. The durability of the pan will also increase while it is heated. Stove Locations: Baron Von Brathaus (Yucatan Casino) Bennie Jack's BBQ Shack (Americana Casino) Cucina Donnacci (Food Court) Dining at Davey's (Platinum Strip) Hamburger Fiefdom (Food Court) Luaii Wauwii (Silver Strip) Rojo Diablo Mexican Restaurant (Food Court) Wild West Grill House (Food Court) = = = = = = = = 1 1 6 1 1 1 2 2 stove stove stoves stove stove stove stoves stoves

======= OUTFITS ------------------------------------------- CHUCK, THE CROSSDRESSER...? ======= While looking around Fortune City, Chuck can change outfits in certain stores and locations. Chuck will start the game in his blue jeans and yellow Kadoya jacket, but he can change into many different outfits by approaching outfit displays and pressing the B/O button. Chuck can change show off his support of the current location and change into a Fortune City T-shirt, or get ready to go on a boat cruise with a Hula dress or even... try on some very tight-fitting high cutoffs... Chuck can also find some clothes that Katey might like and try them on himself. =================== ESCORTING SURVIVORS ------------------------- CHUCK, THE SAVIOR OF FORTUNE CITY =================== Chuck will eventually run into other survivors in Fortune City. He will have to convince the survivors to join him then take them back to the Safehouse to save them. Chuck will gain a PP bonus from helping survivors. -- CONTROLLING SURVIVORS Once a survivor has joined Chuck, he can call to the survivor by pressing the Y//\ button to get the survivor to follow him and send the survivor to any direction by holding the LT/L2 button and pressing Y//\. Chuck can also equip a survivor with a weapon by standing close to a survivor and tapping the B button. This will give the survivor the current equipped weapon. -- GIVING SURVIVORS WEAPONS/ITEMS It's really a good idea to equip a survivor with at least something if they don't have any type of weapon. Sometimes a survivor will not take a certain weapon or give up the current weapon that they have. Survivors will not take combo weapons and they're likely not to take two-handed weapons either. Chuck can give survivors food to restore their health, but if the survivor will not

give up the current item, Chuck cannot give the survivor food. Survivors in Dead Rising 2 are much more able to look after themselves compared to the original Dead Rising's "dumb as a doorknob" survivor AI, so a player will not have to worry as much about keeping a survivor safe in Dead Rising 2... or worry about having a survivor get stuck behind a sign ad while following the protagonist. -- HAVING SURVIVORS IN CHUCK'S PARTY It's best to keep moving while escorting a survivor. If Chuck doesn't stop then the survivor will not stop either. Whenever Chuck stops, a survivor is more likely to stop moving as well. Survivors are much less likely to get attacked while moving rather than standing in one place. If Chuck attacks a survivor too many times, that survivor will defect and become an enemy. It's easy to accidentally hit survivors when a zombie crowd is near. This is partially why using the targeting command for survivors can help out so much - the survivor will stay away from Chuck. If a survivor defects, Chuck will have to kill off the survivor or leave the survivor behind. Sometimes making one survivor defect will cause other survivors from the same extra mission to defect as well. Do not leave a survivor in another area while Chuck is escorting one. If Chuck leaves a survivor behind once the survivor has joined him, that survivor will slowly start to lose health while in the area separate from Chuck. So long as Chuck stays in the same area as a survivor - even at a great distance from the survivor - that survivor will not lose health unless attacked by a zombie. NOTE: A survivor will have a green icon displayed above their name whenever they are close enough to Chuck to move on to another area while Chuck stands near an exit door. ==== TIME --------------------------------- 72 HOURS TO KILL... WHAT WOULD CHUCK DO? ==== A player can pull up Chuck'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 around Fortune City. A player is not invincible while Chuck views his wristwatch. If a zombie is nearby, it can still grab Chuck at that time. Always view Chuck's wristwatch when he is in a safe area or at a distance from zombies! When a player brings up Chuck'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 Chuck does not reach the area of the case or mission. NOTE: As long as Chuck is in the area of most extra mission, that mission will not expire. If Chuck enters Royal Flush Plaza at 5:59pm and there is a mission

at SporTrance that expires at 6:00pm, that mission will not expire until Chuck leaves that area. Some missions such as Chemical Dependency on day 3 require Chuck to fulfill the mission by the deadline even if he is in the same area. Nighttime will occur every day between the hours of 7:00pm and 7:00am. Between the nighttime hours, zombies will become more numerous in every area of Fortune City. Whenever Chuck kills zombies with a Queen, the zombies will release a glowing green larva during the nighttime hours. ========== CASE FILES -------------------------------------------- CHUCK, THE INVESTIGATOR ========== Case Files are story missions that Chuck must complete to unravel the secrets behind the outbreak at Fortune City. He must find information that will help clear his name from involvement in the incident. Chuck must perform each Case File successfully before the deadline associated with each case or else the player will miss out on the main story to the game. If a player fails a case file, the player can still continue on for the 72 hour period that Chuck has in Fortune City before the military arrives, but the main story missions that could have been solved in the Case Files will all be failed and the truth behind the zombie incident will not be uncovered. A "Truth has Vanished" message will appear then a player will have the option to load a previous game, restart the main story or continue playing (basically skip out on the main story and still be able to save random survivors). 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. ==================== GIVING KATEY ZOMBREX -------------------------------- CHUCK'S MAIN GOAL IN LIFE ==================== Every day between the hours of 7:00am and 8:00am, Chuck must give Katey a dosage of the Zombrex drug to sustain the zombie virus inside of her. He cannot give her Zombrex too early or the dosage could be lethal. Chuck must meet in the security room of the Safehouse and a "GIVE KATEY ZOMBREX" message will appear when he steps in the security room between the 7:00am and 8:00am. Chuck can always buy Zombrex at any pawn shop located in Fortune City. The cost of Zombrex is $25,000 per box but the price of it will increase by $25,000 every time that Chuck buys a box. Chuck can also find hidden pickups of Zombrex and get Zombrex as rewards for completing cases or defeating certain enemies. ================== GIVING KATEY GIFTS ---------------------------------- CHUCK, FATHER OF THE YEAR ================== Chuck can pick up certain items from stores and other areas found around Fortune City and give the items to Katey as gifts. While holding one of the items, approach Katey while she is in the security room of the Safehouse then wait for the "Give item" command to appear. A cutscene will trigger once the action is activated and Chuck will receive a certain PP amount depending on the item given. The items are usually something that a child favors such as a giant stuffed animal or a children's toy. Chuck will receive a bonus PP amount for giving

Katey the full list of items. Check out the "Gift for Katey" checklist in this guide for a full list of those items. ========== CO-OP PLAY ------------------------------------------------ TWO TIMES THE CHUCK ========== A player can invite a friend or a player can join in on another game at any time after the prologue events of the game. At the point when Chuck first starts in the Safehouse security room forward, a second player can join the current game. Both players will play as Chuck - you can think of Chuck (the main player) as having his dirty conscious along with him when another player tags along. The transceiver will ring and the host can press d-pad right to answer the incoming request to join the current game. The host is the only player that can save story progress. Both players will get to keep PP and money earned. You can restrict who can join your game by entering the pause menu and selecting "Options" then "Gameplay" and set "Co-op Privacy" accordingly. Co-op privacy is set to "Public" by default, which means that any player can try to join your game. NOTE 1: A joining player can get disconnected from the host player if the connection between the two players is too weak. Sometimes a joining player will not be able to join the host because the connection is too weak also. NOTE 2: On both PSN and Xbox LIVE, be sure to download the free extra costume packs while playing online. This will allow a player that has bought the content to join your game. Failure to download the free content while a player with the paid content tries to join will result in an error message. NOTE 3: On Xbox 360, a player can change the co-op privacy to "Friends Only" to allow only friends on that player's friends list to join the current game at any time. PS3 only has "Public" and "Private" options. A friend must be invited during the actual game on PS3 in order to join a private game. ========== RESTARTING ------------------------------------- CHUCK'S VERY OWN SANDS OF TIME ========== A game may be restarted at any time by pausing the game and selecting "restart story". A player will fully restart the main game and all progress that the player had at the point of restart will be carried over. A player will keep any special keys that are gained after every restart and replay and the full notebook list will still be filled out. ** IMPORTANT: Do not choose to restart a game by press the X/[] button from the file menu when choosing a save file. If a player restarts in this way, any keys that were gained will be lost. The player must rebuy or regain the keys. Chuck's notebook will not be filled out either. He must refill every listing. ============ MAKING MONEY -------------------------------------------- CHUCK ALWAYS WINS BIG ============ Throughout Fortune City, Chuck can earn money in several ways. He can play slot machines and play several other minigames throughout the casinos to win money. Money can be used to purchase items at pawn shops or afford the entry

fee to make more money at other casino game. Chuck will sometimes need to pay survivors a certain amount in order for them to join him. -- SMALL SLOT MACHINE WINNINGS... While playing at small slot machines, play a machine with money below it. If a slot machine has money below it, Chuck will win the first five times while playing at that slot machines. -- BIG SLOT MACHINE WINNINGS... To make money really fast, get the 3 gambling magazines to increase winnings at each casino game: 1) Ragazines (Royal Flush Plaza) 2) Stan's Large Print Books & Magazines (Palisades Mall) 3) Shamrock Casino (Silver Strip) - on the back counter of the bar Place bets on the big slot machine near the entrance to the Food Court in Slot Ranch Casino. Come to the slot machine with around $20,000 to start out. Always bet $1,000 (max bet). Chuck will lose money at times, but Chuck can win $50,000 and $100,000 at times with all three gambling books! -- TIR WINNINGS... A player can compete in Terror is Reality (TIR) and possibly win around $100,000 per play. Don't forget to "Cash Out" your winnings to save slot. -- SAVING MONEY WITH FREE ZOMBREX... Instead of buying Zombrex from the pawn shops, Chuck can find Zombrex by performing extra missions (receive some from survivors) and he can find Zombrex at all four Casino. See the "Free Zombrex List" in the list section for more info on free Zombrexes. Zombrex will continue to get higher in price as Chuck buys more of it at each pawn shop -- SAVING MONEY AT PAWN SHOPS... Chuck can save 20% (10% per magazine) on each purchase at pawn shops by having both of the Bargaining magazines: 1) Bargaining 1 Location: Americana Casino Extra Info: Enter Bennie Jack's BBQ Shack then take the middle set of stairs to the second floor. Turn right when the stairs separate. Move over to the left railing then get on top of the railing platform. Hop over to the first suspended square light then hop across to the next five lights ahead. Time your jumps well. Hop onto the rounded platform at the end. The magazine is lying on the platform. There is also some extra cash, a broadsword, a giant stuffed bunny and a handgun on the platform. 2) Bargaining 2 Location: Food Court Extra Info: Find the three snack machines against the east wall in the north portion of the Food Court. Leap on top of them and hop up to the rooftop of Lombardi's. Follow the rooftops all the way to the south and this magazine will be at the very end below a light on the rooftop of Speedy Expresso. ================ CHUCK'S MOVE SET --------------------------- CHUCK'S FIGHTING STYLE = ZOMBIE FU ================ 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. ================ CHUCK'S EXPLOITS -------------------------- TRICKS THAT CHUCK HAS UP HIS SLEEVE ================ -- Invincibility Item Pickup While standing near an item, pick it up as a zombie reaches forward. The zombie grab or attack will pass right through Chuck and Chuck will not take damage. -- Jumping Through Attacks While moving through a crowd, tap the A button to leap as zombies are about to reach out to grab or attack. Chuck will not get knocked down or grabbed while he is in the air. He will still suffer damage from the attack while jumping however. -- Immediately Cure Stomachache by Exiting an Area Door While Chuck is having a stomachache from too much alcohol consumption or from drinking a randomizer, enter a new area of Fortune City and Chuck will be cured of his stomachache after the loading screen. Entering the new area must trigger a loading screen or this trick will not work. -- Avoid Taking Damage From Falls Chuck can perform an elbow drop or use the defiler's jumping attack during a fall from a high area to avoid taking damage from the drop. When Chuck hits the ground, he will take no damage from the fall. The defiler is a combo weapon (sledge hammer + fire axe). [WT00] =============================================================================== __ __ _ _ _ _ _ \ \ / /__ _ \ __ _ __ _ __ ___ _ _ __ _ __ \ \ /\ / // _` / / __ '_ \ '__ / _ \ / _` '_ \ \ V V / (_ < _ (_) _ (_ \_/\_/ \__,_ _ _ \_\ \__ _ _ _ \___/ \__,_ \__, _ _ M A I N S T O R Y M O D E G U I D E __/ ============================================================= ___/ =========== This walkthrough will help a player through the main game of Dead Rising 2 by giving information on how to perform all cases and give support for performing all extra missions along the way. If you just want to get through the story of the game then ignore any area that is outlined with asterisks (*'s) - these outlined areas are for extra mission explanations.

For every set of extra missions, there is a search code displayed beside its listing. In your browser, choose "Edit" then "Find" and type in that code to go directly to the full explanation of the extra mission in the Extra Missions section. Each extra mission has multiple search codes in the Extra Missions section for reaching it quicker. Extra missions that are listed in this walkthrough section are brief. A player will have to go to the extra mission listing in the Extra Missions section for a full detailed description along with extra tips for that extra mission. -------------------------------- SURVIVAL TIPS -------------------------------1. The Knife Gloves, Spiked Bat and Blambow are some of the best combo weapons to have with Chuck at all times. The Spiked Bat is good for crowds with its main attack. It has a quick attack deals some good damage. The Knife Gloves are the best weapon for most bosses and they are good for single zombie kills and small zombie groups. Blambow is good for clearing out big crowds of zombies quickly. To make the Spiked Bat easily, use the items in the maintenance room near the Safehouse. To make the Knife Gloves easily, climb on top of the roof of Yesterday, Today and Tomorrow in Royal Flush Plaza and grab the Bowie Knife then grab some Boxing Gloves from The Man's Sport and combine them at a nearby maintenance room (Tunemakers). Keep in mind that zombies with blue and yellow shirts will always carry bowie knives as well. To make the Blambow easily, grab a Bow and Arrow from The Chieftan's Hut in Royal Flush Plaza then run to the east end of the plaza and move up to the second floor. Find the palm tree that is near the railing then hop over the railing and grab one of the two sticks of dynamite on the palm tree. The Blambow can be made at the east maintenance room in Royal Flush Plaza. 2. Keep at least one food item in Chuck's inventory at all times. It's best to keep a food item that will restore at least 4 units of health. Good food items to keep are orange juice, milk, coffee creamer, wine, pasta, steak (it can spoil in inventory), etc. Good stashes of food are the orange juice pickups at Roy's Mart, the orange juice at Yesterday, Today and Tomorrow and the Coffee Creamers at The Dark Bean all of which are in Royal Flush Plaza. 3. There can only be 8 active survivors in Fortune City at once. These survivors are found in extra missions. Once Chuck receives a call for a mission, that mission's survivors will be active. Each extra mission has a certain number of active survivors in it. Sometimes missions may involve 3 survivors but the mission only counts as having 2 active survivors since one of the survivors in that mission is killed off during a cutscene or spawns after the cutscene that opens the mission triggers. Usually only survivors that are visible BEFORE the cutscene for a mission triggers count as active survivors in Fortune City (you can see them while approaching the mission area). So... if the Taming the Tiger mission (3 survivors) is left open and the Worker's Compensation (2 survivors) and Meet the Family (2 survivors) are left open as well, a player has 7 active survivors, which means that Brains Over Brawn (4 survivors) will not activate at 3:30pm on day 1 while the active survivors remain active. Only a mission with a single survivor would activate at that time since it would push the active survivors up to the max number of 8. Survivors that are in Chuck's party count toward the 8 survivors limit as well. A survivor will not count toward the limit once that survivor is in the

Safehouse or dead. Once a case is cancelled, the survivors in that case are cancelled along with it. 4. When escorting survivors, make use of the hold LT/L2 + press Y/O command combination. Chuck can easily direct survivors to certain locations with this and it REALLY helps out during co-op play. When Chuck is approaching a door, order the survivor to move toward the door so they won't stop behind Chuck and possibly get left behind. A survivor will have a green icon displayed above their name whenever they are close enough to Chuck to move on to another area while Chuck stands near an exit door. 5. Mix up a pain killer juice at any mixer if you ever have problems with a psychopath boss battle. Pain Killers will give Chuck an extremely strong defense against attacks. Usually two alcoholic beverages mixed together will give Chuck a pain killer. Beer + Beer, whiskey + whiskey, vodka + vodka, so they can easily be mixed at any casino. Mixers are usually found at the bars. 6. To make money really fast, get the 3 gambling magazines to increase winnings at each casino game: 1) Ragazines (Royal Flush Plaza) 2) Stan's Large Print Books & Magazines (Palisades Mall) 3) Shamrock Casino (Silver Strip) - on the back counter of the bar Place bets on the big slot machine near the entrance to the Food Court in Slot Ranch Casino. Come to the slot machine with around $20,000 to start out. Always bet $1,000 (max bet). Chuck will lose money at times, but Chuck can win $50,000 and $100,000 at times with all three gambling books! Other than this, a player can also compete in Terror is Reality (TIR) and possibly win around $100,000 per play. NOTE: While playing at small slot machines, play a machine with money below it. If a slot machine has money below it, Chuck will win the first five times while playing at that slot machines. 7. From 12:30pm to 5:30pm on day 2, make sure to complete the "Wilted Flower" extra mission. The survivor in that mission (Linette) will show Chuck a hidden path that leads to Royal Flush Plaza from Brand New U in Palisades Mall. The hidden path is really needed for saving time. Before saving Linette in "Wilted Flower" Chuck can enter Silver Strip from Royal Flush Plaza and go through Hot Excitorama then enter Palisades Mall from the alley behind Hot Excitorama to save some time. ------------------------------------------------------------------------------[CS00] _____ ____ ____________________________________________________________________ / __ \ Starting Time: 12:00am - Ending Time: --------- / /_/ / ------------------------------------------------------------------__ / ____/ ______________ September 25 (Day 1) /_/ R O L O G U E \_____________________________________________________ ------------------------------------------------------------------------------FORTUNE CITY ARENA -----------------_____________________ T I R C O N T E S T \_________________________________________________________ -------------------------------------------------------------------------------

FORTUNE CITY ARENA -----------------.-----------------. Bike Controls ----------------Accelerate - RT Reverse - LT Horn - Y `-----------------` The player will take control of Chuck Greene right before the last event of the Terror is Reality (TiR) game show. The final event is Slicecycles. In this event, Chuck must ride on his custom motorcycle (complete with chainsaw blades on each end of the handlebars) and slice through zombies to gain points. Metal columns will drop from the ceiling and place more zombies in the ring as the zombies are killed. Keep a close watch for zombies with pink balloons since they are worth bonus points. Hitting as many bonus zombie crowds as possible is really the key to scoring high in this event. Drive through the zombie crowds then slam on the breaks and turn then accelerate while turning before Chuck reaches the ramps to perform a real quick turn. Moving up a ramp will take valuable time away from Chuck when he could be plowing through more zombies. If you get good enough with turning, you can turn the bike while cutting down a crowd of zombies then race through another crowd when Chuck starts moving forward again. If you follow this simple strategy, Chuck should be able to win first place in this event. You'll get more Prestige Points (PP) and money from being in first place and the cutscene afterwards will change slightly depending on how well Chuck does in this event. .-----------------------------. TIR Prizes (Slicecycles) ============================= PP Money ----------------------------1st place - 5,000 $10,000 2nd place - 2,500 $5,000 3rd place - 1,000 $2,500 4th place - 500 $1,000 '-----------------------------' .-------------------------------- EXTRA INFO ---------------------------------. If a player presses the "Start" button to skip the first cutscene during a replay of the main story, the game will skip the entire prologue portion of the main story and skip forward to the portion where Chuck first enters the Safehouse in Fortune City. '-----------------------------------------------------------------------------' _______________________ BACKSTAGE AT THE ARENA \_______________________________________________________ ------------------------------------------------------------------------------Current Time: 12:00am ------------------------------------------------------------------------------FORTUNE CITY ARENA (BACKSTAGE) -----------------------------After the cutscenes, Chuck will receive a PP bonus amount and some cash depending on how well he did in the Slicecycle event.

Anim and Kris are still in the locker room. Chuck can speak with each of them. Exit the locker room then move down the hall ahead. Chuck's main destination for now is the green room on the floor below. Enter the restroom at the end of the hall to the left and Chuck will have the option to save at one of the stalls. Chuck will be able to save at any type of restroom in Fortune City. Thankfully, a player has three save slots to choose from this time unlike the original Dead Rising's one save slot. Further down the hall, Chuck will pass by Amber. She is one of the gorgeous co-hosts of TiR along with her sister Crystal. Chuck can scope out her dressing room if he wants. Walk to the elevator at the end of the hall then examine the control panel. A cutscene will trigger. ______________________________ BACKSTAGE DURING THE OUTBREAK \________________________________________________ ------------------------------------------------------------------------------FORTUNE CITY ARENA (BACKSTAGE) -----------------------------NOTE: None of the survivors in the prologue areas can be rescued, but they will appear in Chuck's notebook and count toward notebook completion. Oh no! It's happening again. Just like the incident at Willamette! Just like the outbreak 3 years ago in Las Vegas that took away Chuck's wife! The zombies have overrun Fortune City! Players will take control of Chuck right after he gets out of the elevator from the last cutscene. Tom and Shaun will be behind the bars to the left and Alice will be up ahead. Chuck can't do anything to save any of the survivors in this area. He needs to find Katey! Grab the fire axe off the floor to the left and the baseball bat from the right side of the floor. These should assist Chuck in working his way through the zombie crowds up ahead. Tap the X/[] button for each weapon's main attack and hold the button to perform an alternate attack. The fire axe's main attack and baseball bat's alternate attack are good for knocking down zombie crowds in this area. ------------------------------------------------------------------------------Survivor(s): (76) Alice, (77) Noah, (78) Jenny, (79) Drake, (81) Tom, (82) Shaun ------------------------------------------------------------------------------Don't spend too much time attacking at this part unless you just want some extra kills. The zombies are very spread out in this area and can gang up on a low level player easily. Chuck can enter either of the rooms down the hall and pick up some extra weapons and food items inside. I know you can't resist plunging a coat hanger into a zombie's mouth, so you might as well go ahead and do so. Don't play around too much though. I mean... your daughter's life is at stake here and all, Chuck... Noah and Jenny are trapped behind the bars to the left as Chuck turns the corner up ahead. Drake will get chased into the dressing room off to the right down the corridor. They're all already dead basically, so fight through the zombie crowds and make your way to the green room off to the left at the end of the hall. Pick up the electric guitar near the green room door (makes a good weapon with its alternate attack) then open the door. A cutscene will trigger

upon opening the door. Alright champ, now you have Katey in your arms and an arena full of zombies in your way. Chuck can kick any zombie out of his way while holding Katey if you tap the X/[] button. There is really little need to stop and kick a zombie unless Chuck has a single zombie blocking his way. Kicking a zombie in the middle of a crowd is basically just asking to get hit. While holding Katey, Chuck will stagger any zombie that touches him as he runs, so it's easy to get through a crowd while holding her. Go ahead and kick down that one zombie in the room with Chuck and leave. ------------------------------------------------------------------------------Survivor(s): (45) Irwin ------------------------------------------------------------------------------Run out the door of the green room and move toward the double doors directly ahead. The doors will bust open as Irwin plunges through them and falls to the floor while running from the zombie mob outside. Ignore him and run down the hall that he came from. Enter the lobby portion of Fortune City Arena. ------------------------------------------------------------------------------Survivor(s): (70) Andrea, (71) Helen, (75) Lance, (80) Adrian, (84) Lucas, (85) Pat, (86) Jeremiah, (87) Kalee ------------------------------------------------------------------------------Pat, Jeremiah, Helen, Andrea, Adrian, Lucas, Kalee and Lance will be struggling with the zombies in the arena lobby as Chuck enters the area. Chuck needs to get to the entrance of the arena and open one of the doors. The entrance is off to the right and down the stairs. Don't even mess with the survivors just push aside the zombie crowds and get down the stairs to one of the doors then open it for a cutscene. FUN STUFF: Chuck can actually kill all of the survivors in the arena. They're dead anyway since the zombies will kill them off eventually or they will be labeled as dead once Chuck leaves the area. It's all cool if you kill them you heartless bastard... no one will ever know! ___ - - - - - - - - - - - - - - / \ __ _ _ _ S E P T E M B E R 2 5 / /\ // _` 3:00am - 11:59pm / /_// (_ _ - - - - - - - - - - - - - /___,' \__,_ \__, ___/ _ / _ [DY01] - - - - - - - - - - - - 7 2 H O U R S L E F T - - - - - - - - - - - - -

-------------------------------------------------- EXTRA MISSION LIST FOR DAY 1 --> Taming the Tiger 4:00am - 10:00am Yucatan Casino Survivor(s): Ted, Snowflake, Lenny ^ on Day 2 Search Code: [EM01] --> She Wears the Pants *5:45am - 4:00pm Survivor(s): Lashawndra, Gordon Search Code: [EM02] --> Lost 9:00am - 10:00pm Survivor(s): Chad, Doris Search Code: [EM03] --> One Man's Trash Survivor(s): -9:00am - ------Royal Flush Plaza

Platinum Strip

Moe's Maginations/Platinum Strip

Search Code: [EM04] --> Short Sighted Survivor(s): Esther Search Code: [EM05] 10:00am - 7:30pm Children's Castle/RF Plaza

--> Welcome to the Family 11:00am - 7:00pm Survivor(s): Kenneth, Jack Search Code: [EM06] --> Workers Compensation 1:00pm - 10:00pm Survivor(s): Stuart, Brittany Search Code: [EM07] --> Lush-ious Lady Survivor(s): Kristen Search Code: [EM08] 2:00pm - 2:30am

Shank's/Palisades Mall

Americana Casino

Americana Casino

--> Meet the Contestants 2:30pm - 8:30am Survivor(s): Leon, Carlos Search Code: [EM09] --> Brains Over Brawn 3:30pm - 2:00am Survivor(s): Kevin, John, Curtis, Brian Search Code: [EM10] --> Chuck the Role Model 5:00pm - 12:00pm Survivor(s): Brandon, Vikki Search Code: [EM11] --> Barn Burner 5:00pm - 2:00am Survivor(s): Elrod, Trixie-Lynn Search Code: [EM12] --> Once Bitten Survivor(s): Jared Search Code: [EM13] 7:30pm - 8:30am

Platinum Strip

South Plaza

Americana Casino

Fortune City Arena

Wily Travels/RF Plaza

--> Code Blue 10:00pm - 7:00am Survivor(s): Sven, Tim Search Code: [EM14] --> Tastes Like Chicken 10:30pm - 8:30pm Survivor(s): Antoine, Cinda, Jasper Search Code: [EM15]

One Little Duck Bingo/Silver Strip Cucina Donnacci/Food Court

* Must exit from Safehouse at 5:45am. Lashawndra and Gordon will not appear until Chuck exits from the Safehouse when stepping into Royal Flush Plaza. ------------------------------------------------------------------------------_________ _____ _______________________________________________________________ F I N D /__ / Starting Time: 3:00am - Ending Time: 8:00am -----/ / -------------------------------------------------------------K A T E Y / /__ ____________ September 25 (Day 1) /____/ O M B R E X \__________________________________________________ ------------------------------------------------------------------------------NOTE: The actual 72 hours for the main game starts at 9:00am on September 25th, but I wanted all extra missions and cases listed on days, so just remember that. Chuck's 72 hour period in Fortune city starts at the beginning of Case

1-2. The military will arrive in three days, so Chuck has 72 hours to investigate Fortune City and attempt to contain the zombie outbreak. Check Chuck's wristwatch by pressing D-pad (Directional pad) left. Keeping track of time is vital for completing cases. Katey will need Zombrex every day between the hours of 7:00am and 8:00am. Chuck MUST wait until exactly 7:00am or afterward to give the Zombrex to Katey since an overdose before that period could be fatal. INVITING A FRIEND... A player can invite a friend to the current game now in order to team up. Both players will play as Chuck - you can think of Chuck as having his dirty conscious along with him when another player tags along. The transceiver will ring and the host can press d-pad right to answer the incoming request to join the current game. You can restrict who can join your game by entering the pause menu and selecting "Options" then "Gameplay" and set "Co-op Privacy" accordingly. SAFEHOUSE --------Chuck will receive the **MAP OF FORTUNE CITY** and the **TRANSCEIVER** after the beginning tutorials have been cancelled. The map can be pulled up by pressing the Back/Select button during gameplay. Chuck is now in the security room of the Safehouse. The Safehouse is the area where Chuck can bring survivors in order to save them. The security room portion of the Safehouse is the main area where beginning cases are usually triggered. A few of the survivors from Fortune City Arena are already in the Safehouse. ------------------------------------------------------------------------------Survivor(s): (30) Chrystal, (59) Tamara, (65) Lulu, (83) Kirby, (88) Wade, (107) Anim, (108) Skylar, (109) Kris ------------------------------------------------------------------------------Step out of the security room. Chuck can save his game at the restroom down the hall to the right (on the left side of the corridor). Save rooms are marked with an "S" on the map of Fortune City. Step over to the restroom door and open it to find a locker off to the left. Chuck can change outfits at this locker. Chuck can change into a few extra outfits such as Case Zero outfits if you are playing Dead Rising 2 on Xbox 360 and have Case Zero data on your console or he can choose from a few other outfits and even strip down to his underwear - there actually is a reason to do that later on, believe it or not. .-------------------------------- EXTRA INFO ---------------------------------. Downloadable content outfits will be on the right tab after opening the locker in the restroom of the Safehouse. Press the LB/L1 button to view any downloadable outfits. If you have a Case Zero save on your Xbox, the Diner Waitress, Bowling Shirt, Hunting Jacket and Overalls will be available under the "Reward" tab. Other outfits can be unlocked in the Reward section as well. '-----------------------------------------------------------------------------' Save the current game then enter the cafeteria near the small set of stairs. It's a good idea to pick up some of the food items in the cafeteria or the security room before going out into Fortune City. For right now, Chuck has a variety of food to choose from. Grab at least the orange juice or milk for healing. The food inside the cafeteria will change daily - it will get less and less as the days go by.

Move down the stairs then step over to the door along the side of the vent to the right. Examine the door and a cutscene will trigger. Chuck will be in the back area of Royal Flush Plaza after moving through the vent. Keep in mind that this vent is Chuck's only way in and out of the Safehouse. Whenever Chuck rescues survivors, bring the survivors to this vent and step inside to bring them into the Safehouse. NOTE: If Chuck crawls back through the vent immediately after stepping into the plaza, this action will trigger a cutscene and if Chuck rescues a survivor then steps back through the vent, a slightly different cutscene will trigger. ROYAL FLUSH PLAZA ----------------Chuck will be in a ventilation room after stepping through the vent. Move ahead and go up the stairs. Stacey will contact Chuck as he moves up the stairs - press d-pad right to answer. She mentions that he is in Royal Flush Plaza. Chuck will pass by a locked room with red doors. This is one of the many maintenance rooms found around Fortune City that Chuck can use to make combo weapons. A player will get the key for these maintenance rooms eventually. Until then, Chuck will have fight off zombies with normal weapons that he finds around Fortune City. Pick up the sledge hammer next to the cardboard box to the right before opening the double doors at the end of the hall. This sledge hammer is one of the more powerful weapons that Chuck will find without resorting to combo weapons. Open the double doors and step out into Royal Flush Plaza. .-------------------------------- EXTRA INFO ---------------------------------. Bring along the sledge hammer and enter The Man's Sport off to the left and hit the test of might challenge in the middle with the sledge hammer's main attack for a quick 5,000 PP from a Test of Might Bonus. '-----------------------------------------------------------------------------' FOOD PICKUPS AT THE DARK BEAN... The Dark Bean coffee shop will be right ahead of Chuck. This is a good area to stock up on food items. Chuck can always grab the coffee creamers from The Dark Bean whenever he first enters Royal Flush Plaza from the Safehouse. There is also an orange juice pickup over at Yesterday, Today and Tomorrow newsstand that Chuck can take advantage of whenever he first enters Royal Flush Plaza. Long story short, Chuck will be stepping through those double doors and enter this area a bunch throughout the game, so get accustomed to it! The guide arrow in the center top portion of the screen will always lead Chuck toward his next destination. Check your map and you'll see that a red flashing question mark showing the main destination for the current case. Chuck needs to head east, so do so. Run over to Yesterday, Today and Tomorrow newsstand and leap on top of the counter. Jump and grab onto the roof and pull up then collect the bowie knife on top of the roof. This is a good weapon to have with Chuck for now. ****************************** AVAILABLE MISSIONS ***************************** The following extra missions will be available around the time of the current main objective: --> Taming the Tiger 4:00am - 10:00am Yucatan Casino Survivor(s): Ted, Snowflake, Lenny ^ on Day 2

Search Code: [EM0001] --> She Wears the Pants *5:45am - 4:00pm Survivor(s): Lashawndra, Gordon Search Code: [EM0002] Royal Flush Plaza

------------------------------------------------------------------------------Survivor(s): (4) Ted, (112) Snowflake, (43) Lenny, (35) Lashawndra, (46) Gordon ------------------------------------------------------------------------------Even though the "Taming the Tiger" mission can be a tough mission at a low level (mainly from taming Snowflake), it's really best to perform it as soon as you can. The case has three survivors in it, which will count toward the 8 active survivor limit in extra missions. As long as they remain on day 1, some missions may not activate since they would cause the game to go over the 8 survivor limit. Make sure to grab three steaks from the Food Court on the way to Yucatan Casino before triggering the "Taming the Tiger" mission. Ted will fall easily to fire axe main attack swings. If Chuck needs to heal then eat one of the steaks and take one of the steaks from the tiger's den in Yucatan Casino to tame Snowflake. Lay down three steaks and get far enough away from them so that Snowflake walks up to each one. The "She Wears the Pants" mission can easily be performed after giving Katey Zombrex at 7:00am, but it will start at 5:45am after exiting the Safehouse at that time, so a player can do it much earlier if Chuck is back at the Safehouse early enough. There will be no calls for either of these missions. * Must exit from Safehouse at 5:45am. Lashawndra and Gordon will not appear until Chuck exits from the Safehouse when stepping into Royal Flush Plaza. ******************************************************************************* For now, head to Roy's Mart to the east in Royal Flush Plaza. Open either door to Roy's Mart for a cutscene. ROY'S MART (ROYAL FLUSH PLAZA) -----------------------------Chuck will be forced to fight a gang of three looters after the cutscene. They will all stand at the end of the current aisle, so back away from them. It's best not to fight all three of them at once while at a low level. Let them move down the aisle so they will separate a bit. Equip the sledge hammer then hit them with the sledge hammer's main attack (X/[]). Chuck will perform a wide swing with the sledge hammer. Hit them with the sledge hammer's alternate attack (hold X/[]) when fighting one by himself for damage. There is some orange juice on the right side of the store in the freezer area if Chuck needs more health. The battle shouldn't be that bad at all. Looters are actually normal enemies that will appear in stores around Royal Flush Plaza later on. They always appear in groups. After the cutscene that follows their defeat, Chuck will receive the **PHARMACY KEY**. Hop over the counter and speak with Denyce after the cutscene. Denyce will join Chuck right after he mentions the Safehouse to her. ------------------------------------------------------------------------------Survivor(s): (111) Denyce -------------------------------------------------------------------------------

ABOUT SURVIVORS... This will be your first time escorting a survivor, so the tutorial for escorting a survivor will appear. Chuck needs to take survivors back to the Safehouse in Royal Flush Plaza after they join him. He needs to keep them safe while escorting them and make sure that they follow him. A survivor will give Chuck a PP bonus when they first join (Join bonus) and when they are finally escorted back to the Safehouse (Escort bonus). Chuck can equip survivors with weapons by approaching them with a weapon in his hand and then tap the B button to give them the currently equipped weapon. He can also give them food item to replenish their health by doing this as well. Press the Y//\ button to call out to a survivor to make them follow Chuck and hold the LT/L2 button and point toward a location then tap the Y//\ button to make a survivor move to the targeted location. Sometimes a survivor will not take a certain weapon or give up the current weapon that they have. Survivors will not take combo weapons. It's a good idea to give a survivor some type of weapon if one is nearby. If not, it's not that much of a big deal really. It's best to keep moving while escorting a survivor. If Chuck doesn't stop then the survivor will not stop either. Whenever Chuck stops, a survivor is more likely to stop moving as well. Survivors are much less likely to get attacked while moving rather than standing in one place. Use the Pharmacy Key on the door behind the counter to open it. Run inside the room and grab the **ZOMBREX** off the counter to the left. The Zombrex counter on the right side of the screen shows how much Zombrex Chuck has with him. Chuck will need to give Katey Zombrex in a few more hours. Stacey will contact Chuck after he picks up the Zombrex to remind him to give it to Katey between 7:00am and 8:00am. Unlock the door off to the right then step back out into Royal Flush Plaza. Escort Denyce back to the Safehouse by going back to the ventilation shaft to the west while she follows. Make sure that she stands in front of the ventilation shaft before stepping through it. .-------------------------------- EXTRA INFO ---------------------------------. It's really best to hold the LT/L2 button and target a certain area such as the opening of the vent then press X/[] to make a survivor move there instead of allowing them to follow Chuck to the area. Targeting an area will make sure that the survivor stands there. It's good to use this method when entering any new area while survivors tag along to keep Chuck from accidentally leaving them behind. '-----------------------------------------------------------------------------' SAFEHOUSE --------A cutscene will play once Chuck enters the Safehouse if he hasn't already entered it after stepping through earlier. Chuck will need to meet up with Katey in the security room of the Safehouse at 7:00am to give her Zombrex. Until then, he is free to do whatever he wants around Fortune City. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -- EXTRAS Chuck could look around Royal Flush Plaza and pick up a few gifts for Katey. Giving Katey gifts will give him a PP bonus. To give Katey a gift, bring the

item to her in the security room of the Safehouse then equip it and stand next to her so that the "Give" option appears. If Chuck does not perform the "Taming the Tiger" mission at this time, a player can literally spoil Katey rotten for PP bonuses at this time to gain extra levels. Here is a list of gifts that Chuck can pick up in and around Royal Flush Plaza: Bag of Marbles - Ye Olde Toybox, Small Fry Duds, Children's Castle Beach Ball - Stylin' Toddlers, Ye Olde Toybox Giant Stuffed Bull - Children's Castle Giant Stuffed Donkey - Small Fry Duds Giant Stuffed Elephant - Stylin' Toddlers Giant Stuffed Rabbit - * above Players Robot Bear - Astonishing Illusions Stick Pony - Ye Olde Toybox, Children's Castle Water Gun - After stepping out to Fortune Park from Royal Flush Plaza, look to the right to see a Water Gun near the "Motion Madness" (roller ball) machine. * While facing the entrance to Players, hop on top of the telephone booth to the left. Leap and grab onto the right rooftop that stretches over the top of Players. Run to the other side of the rooftop. Leap and grab onto the side of the broken walkway above SporTrance. Turn around and leap then grab onto the side of the flowerbed up above Players. Hop over to the awning next to the open windows. There are items inside the open room. Walk to the other side of the group of awnings. Make a well-timed jump over to the bottom portion of the hot-air balloon with the Giant Stuffed Rabbit on it. Chuck will grab onto the side of the hot air balloon passenger area and pull up to it. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [ZB-01] _____ _____ ___________________________________________________________________ /__ / Starting Time: 7:00am - Ending Time: 8:00am ----- / / -----------------------------------------------------------------____ / /__ _______________ September 25 (Day 1) /____/ O M B R E X 1 \___________________________________________________ ------------------------------------------------------------------------------SAFEHOUSE --------Chuck will receive calls from Stacey a bit before 7:00am is near. She will remind him that Katey will need Zombrex soon. Chuck will always receive calls like this to warn the player. At 7:00am Stacey will call Chuck and tell him that Katey needs her Zombrex dosage. When Chuck enters the security room of the Safehouse at 7:00am or afterward, a message of "Give Katey Zombrex" will appear on the screen. Walk over to Katey and choose the "Give Zombrex" option while standing next to her. Chuck will be able to buy extra Zombrex at pawn shops around Fortune City later, so don't worry about having extra Zombrex for now. A cutscene will trigger after giving Katey her first Zombrex dosage. [CS1-1] ________ ___ ___ ________________________________________________________ C A S E < / < / Starting Time: 7:00am - Ending Time: 8:00am ------- / /______ / / --------------------------------------------------------______ / //_____// /________________ September 25 (Day 1) /_/ /_/ B I G N E W S \__________________________________________ -------------------------------------------------------------------------------

SAFEHOUSE --------Chuck will have to be back in the security room of the Safehouse in order to trigger the cutscene for case 1-1. This case is only a single cutscene activation. ABOUT CASE FILES... This is Chuck's first actual main story case. Cases need to be solved in order to continue the main story and uncover the truth behind what happened in Fortune City. Chuck must always solve cases by doing whatever tasks needs to be done before the time limit or else a player will miss out on the main story of the game. Case Files (story missions) will all be listed under the "Case File" option under the pause menu. You can check through the cases that have already been completed and see information about the current case there. The main game can be continued without solving the main story cases, but the story to the main game will be considered failed at that time. If a main story case is failed and a player continues then Chuck will only have the usual 3 days to solve extra cases that are not involved in the main story and the main game will end once the three day period is up - 10:00am on day 4. [CS1-2] ________ ___ ___ ________________________________________________________ C A S E < / __ \ Starting Time: 9:00am - Ending Time: 5:00pm ------- / /______ __/ /-------------------------------------------------------______ / //_____// __/ _________________________________ September 25 (Day 1) /_/ /____/ A L I V E O N L O C A T I O N \______________________ ------------------------------------------------------------------------------NOTE: Chuck's 72 hours in Fortune City starts at 9:00am on September 25th. SAFEHOUSE --------Chuck will start in the cafeteria of the Safehouse. The time is now 9:00am. The game will automatically fast forward to 9:00am no matter what the current time was when Case 1-1 was activated. Leave the cafeteria and step toward the ventilation shaft. THE MAINTENANCE ROOM KEY... Sullivan will be standing right next to the vent. If a player tries to leave during a first playthrough at this point, Sullivan will speak to Chuck then give him the **MAINTENANCE ROOM KEY**. This is the key to all the maintenance rooms found around Fortune City. Leave the Safehouse by stepping through the vent like usual. A player must speak with Sullivan on each replay to get the Maintenance Room Key from him, but a play will actually start each replay with the key unless the player restarted from the file selection menu. ROYAL FLUSH PLAZA ----------------Go up the stairs in the ventilation area. The double doors to the hallway ahead are closed. Open them and a cutscene that introduces the maintenance rooms will trigger.

MAKING THE SPIKED BAT... Chuck should have gotten the **SPIKED BAT COMBO CARD** after the maintenance room cutscene. If you have a Case Zero save on your Xbox then Chuck will already have this combo card by now. Pick up the box of nails on the right shelf and the baseball bat off the left counter. Chuck can combine these two items together to make the spiked bat. Place either of the weapons on the workbench table directly ahead then stand next to it to get a "Combine" action while holding the other weapon. Press the B/O button to trigger the combining cutscene. Chuck will receive a scratch card for combining two items to make a combo weapon that he does not have a combo card for yet. Scratch cards just show the basic combination for a combo weapon. Chuck will need to get a combo card in order to perform all attacks with some combo weapons. The combo card will also make the combo weapon yield a higher PP value per attack. Combo cards are mainly gained through leveling up Chuck but some of them are gained from rescuing survivors, defeating psychopaths and there are some that are hidden in Fortune City - basically, Chuck looks at a poster and gets the idea for a combo weapon from it! - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -- EXTRA Chuck can stop by the maintenance rooms in Royal Flush Plaza and make the following weapons: Drill Bucket Spiked Bat Defiler Power Guitar Electric Wheelchair Knife Gloves Driller = = = = = = = Bucket + Power Drill (Safehouse hallway and southeast) Box of Nails + Baseball Bat (Safehouse hallway) Fire Axe* + Sledge Hammer Electric Guitar + Amplifier (middle maintenance room) Battery + Wheelchair (middle maintenance room) Boxing Gloves + Bowie Knife** (middle maintenance room) Spear + Power Drill (southeast maintenance room)

* Bring a Fire Axe from the Safehouse. ** The Bowie Knife is on the rooftop of Yesterday, Today and Tomorrow newsstand. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Equip the spiked bat and leave the maintenance room. Kill the zombies in the hallway outside with the spiked bat. EXTRA MISSIONS... If he hasn't yet, Chuck will begin to receive calls about extra missions in Fortune City. The call will come through on the transceiver. Press d-pad left to bring up Chuck's wristwatch at that time to make the indicator go away and bring up his full list of messages on the right side of the screen. Select a mission and the guide arrow at the top center portion of the screen will point toward the area where it is located. It's really good to select a mission and use the guide arrow to help show the way at times to keep from constantly pulling up the map. Sometimes the guide arrow will not show the quickest route though. ****************************** AVAILABLE MISSIONS ***************************** This is a list of available missions during the time period of Case 1-2:

--> Lost 9:00am - 10:00pm Survivor(s): Chad, Doris Search Code: [EM0003] --> One Man's Trash 9:00am - ------Survivor(s): -Search Code: [EM0004]

Platinum Strip

Moe's Maginations/Platinum Strip

------------------------------------------------------------------------------Survivor(s): (37) Chad, (72) Doris ------------------------------------------------------------------------------It's best to pick up Chad and Doris in the "Lost" mission while in Fortune Park during the events of Case 1-2 and 1-4. Run toward Paradise Platinum Screens and get Chad to join after defeating the zombies around him. Don't worry about Doris until after Case 1-4 since she's right near the Case 1-3 ending destinations. One