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 Post subject: Re: Dead Rising Guide (Help)
PostPosted: Wed Jan 21, 2009 11:33 am 
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13) Japanese Tourists: Part A and B
Req: Answer call from Otis
Location: Wonderland Plaza, Sir Book-a-lot (2F)
Time: 11:00PM Day 1 till 7:00AM, Day 2
Survivors: Yuu, Shinji (Red Room)
Rew: PP Boost
Desc: Otis tosses you a bit of info concerning two people who held up in a bookstore in Wonderland Plaza.
The humorous twist is, they are Japanese tourists, and cant speak a lick of English. Try talking to
them if you want, but they will keep their distance from you. Coincidentally, a book on the floor
near the register lets you speak basic Japanese to them. Have the book and speak to them again, as
they argue whether your trustworthy or not. Eventually, Yuu and Shinji will bow politely (Photo
Opp) and follow you. Take em to the Security room.

14) Shadow of the North Plaza
Req: Answer call from Otis
Location: North Plaza (duh), Warehouse (Northwest area.)
Time: 11:00AM till 8:00AM, Day 2
Survivor: David (Red Room)
Rew: PP Boost
Desc: Otis calls about a fellow who was seen exiting Seon’s Food and Stuff, and in bad shape. Upon
investigation, the man will crawl away from you, thinking you are a zombie (or some talking
zombie). Talk to him some, and you will learn his leg was broken when dealing with a nutjob in the
store (The description matches up with someone we will deal with later), and he cant get to the
Security Room. Be a good guy and offer David your shoulder to get back to the Security Room. A
fun perk to shouldering David is it’s a lot harder for zombies to land any hits on you.

15) Image in the Monitor
Req: Be in the Security Room.
Location: Security Room (duh)
Time: 6:00AM till 7:00AM Day 2
Rew: Advance in plot, shutter between Entrance and Paradise Plaza is lifted.
Desc: Be in the security room to have the scene activate. Simple Enough. However, it seems the plan to get
Barnaby in the Security room got a whole lot less simpler.

NOTE - Whenever a new case begins, and if you’re gunning for the Transmissionary achievement,
DO NOT GO TO THE SECURITY ROOM UNTIL OTIS CALLS YOU. The best place for this is in
the warehouse on top of the shelves, or the elevator, after you cleared it of course. This applies to all
cases (as far as I know)

16) Rescue the Professor
Req: Complete image in the Monitor
Location: Entrance Plaza
Time: 6:00AM till 11:00AM, Day 2.
Survivor: Russel Barnaby (Security Room)
Rew: PP Boost, Advance in plot.
Desc: Head to the Entrance Plaza thru Paradise, now that the shutter has been lifted. The second you are in,
a cutscene occurs. It’s a good thing Brad went in before you, otherwise he wouldntve saved you for a
second bout with Carlito.


****************Psychopath – Carlito + High-Powered Sniper Rifle****************
Difficulty: 6/10

As you can probly guess, fighting ranged will get you slaughtered, since Carlito is highly skilled with
that Rifle he proudly holds. So, the only other way around this is up close and head on, which is also
quite risky, since Carlito can also toss his gun around like a lance. If you get too close, he will try and
make a run for it to get the distance advantage, even going far enough to drop short-fused bombs if
your trying to catch up with him.

As cruel as it sounds, Brad makes some pretty tasty bait to fish out Carlito. Try and stay away from
Brad, and let him piss off Carlito, giving you a chance to get around to him and unload with whatever
melee or ranged weapon you got. Carlito will eventually fall. If you have no weapons, there’s an
Antique shop close by on the second floor that accommodates anything you need, like axes and
swords.

Another cutscene happens, and your back in the Security Room.


17) Medicine Run
Req: Complete Rescue The Professor
Location: North Plaza, Seans Food and Stuff
Time: From the time you completed the requirement until 11:00AM, Day 2
Rew: PP Boost, Advance in plot
Desc: Well, after another little cutscene, Barnaby is safe in the Security Room, but Brad came down with a
fever from the face-off with Carlito. Its up to Frank to head to Seon’s Food and Stuff to the
Pharmacy and get some medicine for Brad. wait, didn’t someone you save not long ago get hurt in
Seon’s? Might be dangerous…Though is sure is awfully quiet when you arrive…Infact, not even a
single zombie in the store. Make your way to the back doors near the seafood and Meat sections,
and you’ll find out why its so quiet. Cutscene time. So, do you like the odds of taking on someone
with a kart of death and a hostage in it, in narrow shelves? ….Actually, yes.


****************Psychopath – Stephen****************
Difficulty: 3 to 4/10

You might be asking why he would be so easy…but think for a moment. Where are you fighting
him? In narrow aisles, yes…but, IN A GROCERY STORE. Do you believe health will be an issue
in taking down this asswipe? I think not. Also, it’s a safe bet he was the one who hurt David from
before.

With an abundance of health at your fingertips, all you need to do is damage the guy. Taking him
head on is foolish and quite stupid, so the first step would be to jump onto the shelves. After a
couple seconds, you realize Stephen thought of that flaw, as he takes out a shotgun and aim at you.
Well, the answer to this is to run up the aisle behind him and strike a couple times, then hide in the
next isle until you can strike again. He will soon fall. Watch his silly cutscene, then realize the lady
you helped knows a little more about the incident then anyone else. Oh well, cant question someone
who ran off.

You got what you came for, so return to the Security Room.

18) The Professor’s Past
Req: Complete Medicine Run
Location: Security Room
Time: From the time you completed the requirement until 12:00 PM, Day 2
Rew: Advance in Plot
Desc: Cutscene time. Looks like Barnaby knows something about Santa Cabeza, but Jessie isn’t going to
let Frank get info from it. Bitch…

19) Lovers: Part A & B
Req: Answer call from Otis
Location: Wonderland Plaza, Run Like The Wind (2F)
Time: 7:00AM till 12:00PM Day 2
Survivors: Ross, Tonya (Yellow Room)
Rew: PP Boost
Desc: Otis will call about a couple in Wonderland Plaza, and one of them being heavily injured. Head on
over to see a woman weeping by her lover, who has most of his upper body taped up. Talk to them
both, and learn the man got injured while defending his girlfriend from some crazy lady (once more,
a hint to a psychopath nearby). Keep talking until the man realizes his situation is most likely
screwed, and requests a gun. If you give him one, Ross will put it to his mouth, and blow his brains
out (Photo Op by the way). This will make Tonya no longer listen to you, and you just lost two
survivors. Instead, when Ross asks for a gun, speak to Tonya, and eventually, they will agree to come
with you. You will have to carry Ross though. If you ever drop him, Tonya wont follow you
anymore, so you need them both to get back to the Security Room.

20) The Hatchet Man
Req: Answer call from Otis
Location: North Plaza, Crislip’s Home Saloon
Time: 8:00AM till 3:00PM, Day 2
Survivors: Barbara, Rich, Josh (Green Room)
Rew: PP Boost, 2 books.
Desc: Otis rings up about a fellow in North Plaza who’s avoiding the cameras in the Hardware store. Even
the name, Hatchet Man, doesn’t sound very safe or promising. Head on over, watch the cutscene,
and shit yourself. Strap down, because this one can be rough.


****************Psychopath – Cliff****************
Difficulty: 6 to 7/10

This fellow can be a mighty pain in the arse if you aren’t properly equipped. He likes to sneak up on
you and bury that steep hatchet into your back, so you’d best keep an eye on all the hardware store
for him. If he thinks he’s threatened, he will head to one of the chutes in the floor and jump down it
(Photo Op), which magically gets him to drop down the ventilation above you onto a shelf. During
his time above you, he will light flares that cause you to cough, and more importantly, reduce your
visability. Cliff also likes to toss grenades down, so be careful.

When he’s above, take shots at him with whatever you have, and when he’s down on the floor,
Shotgun him, avoid his stab, shoot, avoid, and so forth (if you have a shotgun around). Melee
weapons are also good, but try not to get poked. He takes awhile, but in the end, like the others, he
will eventually fall. Unlike the others, you feel kinda bad when the cutscene goes for his death.

He also has a key, but what could that be for? Well, when you leave the hardware store (Don’t forget
to claim his machete), to your right you can hear yelling. Cliff had hostages, and the key can open the
room they were in. Free them, and they will agree to go with you to the Security Room. There’s also
two useful books; one that will make food heal twice as much, and the other that increases damage to
barehanded attacks, which is very useful for aspiring Karate Champ Achievers out there.

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 Post subject: Re: Dead Rising Guide (Help)
PostPosted: Wed Jan 21, 2009 11:41 am 
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21) The Coward
Req: Answer call from Otis
Location: Al fresca Plaza, McHandy’s Hardware
Time: 9:00AM till 3:00PM, Day 2
Survivor: Gordon (Green Room)
Rew: PP Boost
Desc: Otis calls about a fellow in Al fresca Plaza who is hiding and not coming out. Once more, go
investigate, and no matter how well your argument, the guy will whine and complain he’s too young
to die, and he cant be done in. Give him a firm smack with a weak weapon, and it will be enough to
get his head out of his ass for a couple seconds to listen to you. You know the drill by now. Take
Gordon to the Security Room.

22) Double Trouble
Req: None
Location: Paradise Plaza, Child’s Play (1F)
Time: 9:00AM until aprox 3:00PM? Day 2
Survivors: Heather, Pamela (Blue Room)
Rew: PP Boost
Desc: When you wander over by the Child’s Play, you realize off the bat that one girl is being absolutely
raped by a huge horde of zombies. Get in there and clear some out, and one eventually drops a
queen, which you can use to easily clear the rest. Pamela thanks you, as you also hear someone
apologizing for abandoning her sister. Inside Child’s play is Pamela’s twin sister Heather. Talk to
them both, and they will join you. Thank god their close to the warehouse, because these two aren’t
very smart on taking orders.

23) Restaurant Man
Req: Answer call from Otis
Location: Paradise Plaze, Jill’s Sandwiches (1F)
Time: 11:00AM till 4:00PM, Day 2
Survivors: Ronald (Blue Room)
Rew: PP Boost
Desc: Nnnnnnnnngggggghhhh…..This blubber of a man, is seriously almost not worth the risk you must
do. Otis will ring up about a man in Jill’s Sandwiches, looking for food. When you go look, the guy
gets offended by your presence and asks if you have any food. If you take a pie from Columbian
Roastmakers one floor above, feed it to him and he laughs (Photo Op), asking if theres any food
where theyre going. He will go with you, so take him to the Security Room, and seal your contract
for pain that comes later on…

24) Photo Challenge
Req: Complete Cut From The Same Cloth
Location: Paradise Plaza
Time: 12:00PM, Day 2
Rew: Advancement in subplot.
Desc: He never says where and when to meet, but all you have to do is be in Paradise Plaza by noon, and he
will show up, wandering around. Talk to him, and prepare to have your best Erotica photo ready
(yeah, he wanted you to beat his shots, but his perverted mind only wanted porn…so sad). So yes,
have you got your best Erotica photo ready? It only has to be 500PP or more to be worthy to show
him. Let Kent have a look and smile to the suffering you see in his face. Congrats, you beat
him…huh? He wants one more go? Well crap….To Be Continued, I guess.

25) Above The Law
Req: Answer Call From Otis
Location: Wonderland Plaza, Lovely Fashion House (2F)
Time: 12:00PM Day 2 till 12:00AM, Day 3
Survivors: Kay, Lilly, Kelly, Janet (Red Room) (they will slowly be killed if not quick enough to respond)
Rew: PP Boost
Desc: Otis calls up about a police officer in a Woman’s clothing shop, and asks you check it out. Of course,
its never good news when you get a cutscene to see a fat girl officer who strapped down 4 beautiful
women and is prodding them with a nightstick, saying how dirty and shameless they are…wait,
what?


****************Psychopath – Jo****************
Difficulty: 4/10

This lady is quite quick for her girth, and seems to hate Frank almost as much as she hates girls prettier than her (which isn’t hard, mind you). Odds are this is the lady who tried to steal Tonya, and fucked up Ross instead. Time for payback.

Her attacks are simple. She will either club you with a nightstick, shoot at you (rare), or hit you with her stun gun (common), and when you’re down, she goes to torture her hostages, which is never good. You gotta keep an eye out for the hint she will tazer you, and move away, giving you time to shoot or hit her with whatever you have on you. She isn’t hard, though the space your given is a little tight.

After defeating her, watch her strange death scene (she cant tell if shes comin or goin…heheheh, get it?), and free the four girls.

26) Hangin Around
Req: none
Location: Wonderland Plaza, Big Rabbit (South)
Time: 12:00PM Day 2 till 12:00AM Day 3
Survivors: Sally, Nick (Yellow)
Rew: PP Boost
Desc: Before even doing Above The Law, you may have noticed if you were coming into the Plaza from
the south, you see two people hanging from the inflated rabbit, holding on for dear life. Theres a
good reason for that, because underneath them is a good hundred zombies wanting to eat them. How
they even got up there is a mystery within itself, but if you don’t act, they will probly die. Their
situation is Photo Ops (one for each of them), so after you snap your pictures, feel free to mow down
the zombies and clean things for them. Since they don’t come down, take something and chuck it at
them. When their both down, talk to them and they will agree to follow you.

27) The Raincoat Cult
Req: None
Location: Paradise Plaza
Time: Starts at 1:00PM, Day 2
Survivor: Jennifer (Green Room)
Rew: PP boost
Desc: It doesn’t matter where you enter into Paradise, and this event is unavoidable. Watch a cutscene as a large group of strange people go to the ways of the Dark Ages and attempt to sacrifice a woman to purify themselves. Unfortunately, it seems the leader of the cult caught a quick look of you in the crowd, and orders his creeps to kill you aswell. How did he know Frank wasn’t taking pictures to promote the cult? Tch, jerk…


****************Psychopaths – Cultists****************
Difficulty: 2/10 W/O Escorts, 5/10 W/ Escorts

Though they don’t count as Psychopath boss battles, you should treat them like so nevertheless. They
all carry knives and like to shiv you in groups. Even more dangerous is when they run at you with
dynamite. Shooting one too close will explode in your face, but shooting them close to their buddies
is a nice way to kill them off. Their health is higher then zombies, but they are still frail.

WARNING - Aswell as their knives and Dynamite, they have strange dust that they can blow in your
face, which knocks you unconscious. If you are nipped with the dust, you get dragged off to their
hideout, and have nothing left in your inventory (not to mention the lady you were gonna save would
have been sacrificed).

So, don’t let any of those nasty things happen, and try and take them out from a range…or, use a safe
melee weapon to give you some ground against their dust. Kill those suckers and free Jennifer from her
would-be coffin. She will join you to get somewhere safe.

NOTE - After this event: Cultists will be a common occurrence throughout the mall, praying and
waiting for you everywhere. They could spell trouble for you if you are trying to escort people, so
watch your back carefully.

28) Another Source
Req: Complete Profesor’s Past
Location: Security Room
Time: 3:00PM – 4:00PM, Day 2
Rew: Advance in Plot
Desc: A simple cutscene. It looks like if Frank cant shake info out of Barnaby, but he can try his luck with
that woman he met earlier instead. After all, its what she said that scared Barnaby shitless.

29) Girl Hunting
Req: Complete Another Source
Location: North Plaza, Seon’s Food And Stuff
Time: From the time you completed the requirement until 12:00AM, Day 3
Rew: PP Boost, Advance in Plot, infinite access to motorcycles.
Desc: Well, time to head on over to the grocery mart again. Cutscene…Oh cmon…really?


****************Psychopath – Isabella****************
Difficulty: 6/10

Fighting her would be pretty easy if that motorcycle wasn’t in the equation. Since it is, you are at a
disadvantage since Ranged AND Melee weapons wont work when she’s riding at you high speed.
Your best bet is to get on the platforms and take shots, but don’t feel safe on them, as she will
position herself to ride off them to smack you. And if she doesn’t do that, she will simply take out a
gun and shoot you.

If you don’t have any ranged weapons, stand on the platform, and when she turns to ready to ride up
it, hop off and smack her with what you have. Eventually you will win, but its good to have a little
extra food, just in case it doesn’t go so smoothly.

Cutscene time. As you learn she is Carlito’s little sister, they make a date for Midnight to have
Carlito and Isabella come and explain everything to Frank.

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 Post subject: Re: Dead Rising Guide (Help)
PostPosted: Wed Jan 21, 2009 11:44 am 
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30) Mark of The Sniper
Req: Answer call from Otis
Location: Entrance Plaza, Estelle’s Fine Fine-Lady Cosmetics (2F)
Time: 5:00PM Day 2 till 12:00AM, Day 3
Survivor: Wayne (Green Room)
Rew: PP Boost
Desc: When Otis calls about some snipers trying to pick off someone in a cosmetics shop, you should know
off the bat it’s gonna be a Psychopathic good time. Sure enough upon entering the Entrance Plaza, a
cutscene goes off.

****************Psychopaths – The Hall Family****************
Difficulty: 3/10

The Hall family is composed of three people: The father Roger, and two brothers, Jack and Thomas.
Im gonna guess that their mother/wife was done in by the zombies, which is why they snapped and
think hunting people is suddenly okay. Well, atleast Thomas appears to be sane, but Wayne (the one
they are trying to shoot at), wont follow you until ALL THREE of them have been killed. Sorry lil
bud.

Roger leads the pack, and has a formidable shot. Jack follows in the middle, and has a shot close to
his dad’s. Thomas trails in the back, and his shot is lousy, but can hit if you are standing around long
enough. In various ways, this fight is an awful lot like the previous battle with Carlito, only they don’t
drop bombs, and they deal less damage then Carlito. The downside is you don’t have bait this time
(Brad) to fish them out, but that’s not a problem.

Once you remember the strategy of how Carlito was killed, it should be obvious how to toss out this
family. Immediately run up the escalator and turn left until you reach the sports shop. Hide inside near
the entrance until the family wonders where you went, and travel to change position. Take out your
Machete (if you still have it, otherwise, a sword, katana, small chainsaw, or any blade) and wait for
Roger to move by the store. Pop out behind him and begin to murder him in front of his children
(sometimes, I like to do the opposite, murdering the kids in front of him). The other two may begin to
shoot, but by the time they do, Roger is nothing more then minced meat and the other will soon share
a similar fate.

Sadly there’s no cutscene for their untimely and cruel demise, but return to Wayne (who looks
suspiciously similar to Marty Adams) in the cosmetic shop and he will agree to go with you. Unlike
most people, I like having him around since he knows how to run too, keeping close to you.

31) The Woman Who Didn’t Make it
Req: Answer call from Otis
Location: Entrance Plaza, Gramma’s Kids (2F), Ladie’s Space (1F)
Time: 5:00PM Day 2 till 12:00AM, Day 3
Survivors: Rachel, Jolie (Yellow Room)
Rew: PP Boost
Desc: Otis calls about someone whos looking for someone else in the Entrance Plaza. Go take a look, and
youll find Jolie, who doesn’t give two shits about you or your safe area until she finds her friend.
Talk to her and she will eventually ask if you can help her find her friend. She will join, so take her
down one floor to Ladies Space, where Rachel is. Their tearful reunion means a sweet Photo Op, so
be camera ready for some big points. Once their together, they will go with you to the Security
Room.

32) Antique Lover
Req: Answer call from Otis
Location: Entrance Plaza, Ned’s Knickknackery (2F)
Time: 5:00PM Day 2 till 12:00AM, Day 3
Survivor: Flloyd (Yellow Room)
Rew: PP Boost
Desc: Otis calls about an old guy in the Entrance Plaza (seems to be a hotspot at this time of the day) who
went into an antique store and didn’t leave. Head on in and talk to the man, who seems hell bent on
spending his last moments of life in a store with antiques he loves. This guy requires A LOT of
talking, so be patient, and bat away any zombies that may be around inside. Convince him there’s
still more stuff to live for, and he will eventually agree to come with you. A quick heads up though,
Unlike Wayne, this guy cant go very far without stopping to get some breaths. If you can, carry him
to the security room, to save the risk of him getting killed.

33) Ronald’s Appetite
Req: Complete Restaurant Man, Answer call from Otis, have 4 survivors in Ronald’s room (Blue)
Location: Security Room
Time: 6:00PM Day 2 till 4:00AM Day 3/whenever survivor req is complete, same time length.
Rew: PP Boost, Avoid Mutiny
Desc: Told ya this blubber of a man is gonna be trouble to you. Otis will call up and sound concerned about
Ronald, who is so worried about the food supply, HE IS WILLING TO BRING OTHER PEOPLE
WITH HIM TO LEAVE AND FIND SOME! Whenever you have time, hightail it back to the
security room WITH 1 PIECE OF FOOD. If you go without food, consider anyone you saved, gone.
Need food on the fly? All you have to do is smash some boxes in the Warehouse, go in, feed him (a
so called, secret stash), and he will shut up. Mutiny averted, but there may be more down the road.
Keep sharp.

34) A Promise to Isabella
Req: Complete Girl Hunting
Location: North Plaza, one of the warehouses.
Time: 12:00AM till 1:00AM, Day 3
Rew: PP Boost, Advance in Plot
Desc: Wait inside the warehouse until Midnight to trigger a cutscene. Isabella has come, but it seems she
brought an uninvited guest. Kill the zombie on her, and another cutscene tells you she has been shot
by Carlito. What an ass.

35) Transporting Isabella
Req: Complete A Promise to Isabella
Time: From the time you completed the requirement until 3:00AM, Day 3
Survivor: Isabella (Security Office)
Rew: Advance in Plot
Desc: After getting a message on the mall intercom from Carlito begging for Isabella to return, its time to
take her butt back to the security room. I suggest going through the North Plaza entrance, into
Paradise and then to the security room.

36) One Man Army
Req: None
Location: North Plaza
Time: 12:00AM till 3:00AM?, Day 3
Survivor: Kindell (Green Room)
Rew: PP Boost
Desc: Unlike most of the survivors, this guy is out LOOKING for trouble, and brought a shotgun to boot.
With his kind of attitude, i’m surprised Kindell isn’t one of the Psychopaths you take down. He
shows up around the time you are carrying Isabella (if you stuck with the story, mind you), and he’s
blowing away zombies. Talk to him about a safe place, and almost rejects your offer because he
thinks staying somewhere safe would be boring…Yeah, this guy is nuts. Keep that fresh in your
thoughts, because his dumbassery will come back to haunt you later on.

37) A Strange Group
Req: Answer call from Otis
Location: Paradise Plaza, Colby’s Movieland
Time: 12:00 AM till 10:00AM, Day 3
Survivors: Cheryll, Beth, Michelle, Ray, Nathan (Blue Room)
Rew: PP Boost, special book, no more Cultists
Desc: Otis rings up about the strange cult people, and how it seems their base of operations is in Colby’s
Movieland. Head on over. Once inside the theater, realize that the place is CRAWLING with cultists
in between Cinema 3 to 5. Take out the ones in your way, and make your way to Cinema 4. A
cutscene occurs.


****************Psychopath –Sean****************
Difficulty: 7/10

He may be old, but daaamn can he run fast. His swordplay is quite impressive aswell, and tapped with
the speed, makes for a very dangerous combination, especially if your trying to recover, because he’s
quick enough to add to your woes when trying to eat/drink. The area you’re in doesn’t help much
either; a small theater with chairs all over, survivors tied down, and if you even think about going
outside, the cultists will come pouring in to make this a nightmare….So, lets get started.

Ranged weapons are for those who have perfect timing, and are willing to risk the lives of the
survivors. Melee would probly be the best option here (Katana is always easy and accessible). Its also
a wise idea to not fight in the aisles, due to the pesky people who just couldn’t resist getting tied down.
Nnope, front and center is the place to be, giving you enough open space to down this turd. When he
moves to take a long strike or a dash, sneak in a slice the second you got a good look at his back. Slow
and steady, and he will fall.

After watching the ironic cutscene, feel free to take the book he has (which explains why he could
influence people), free the hostages (including the model whos in the supply room near the front row),
and prepare to leave. Uh oh, what about the cultists outside? You should probly clear them out, and
then lead the survivors to safety. Hope you had fun killing those cultists, because after you chop them
down, there wont be any more harassing you at the mall. Happy Day!

38) Santa Cabeza
Req: Complete Transporting Isabella
Location: Security Room
Time: 3:00AM till 4:00AM, Day 3
Rew: Advance in Plot, shot for Ending A
Desc: A simple cutscene that sheds a lot of light into what happened. If you are aiming for the Saint
Achievement, its probly for the best you avoid this case. That way, Dr. Barnaby, Brad and Jessie all
make it out of the game alive.

39) Flloyd’s Request
Req: Complete Antique Lover, Receive call from Otis, have atleast 4 survivors in Flloyd’s room (yellow)
Location: Security Room
Time: 2:00AM till , Day 3/whenever survivor req is complete, same time length.
Rew: PP Boost
Desc: Otis calls that Flloyd believes everyone is tense, and that a little old booze could calm everyone
down. It’s a nice idea, dontchya think? If you find any wine anywhere, bring it back to Flloyd and he
will thank you. I suggest the food court, since theres wine all over there. Simple enough. Speaking
of booze…

40) The Boozehound
Req: None
Time: 3:00AM till 5:00PM? Day 3
Survivor: Gil (Green Room)
Rew: PP boost
Desc: When you enter the food court, you can hear someone hiccupping and drinking behind the counter of
Chris’ Fine Foods. Head over to talk to him, but he will just think your full of crap, and speak
jiberish. When he gets up, talk to him again and he will do a mocking arm pummp (Photo Op),
before mumbling again. Move to leave the foodcourt, and he will shout out for you to wait. That
woke him up. Walk over and talk to him some more and he will join you. Trouble is that he got so
shitfaced, he cant walk. You will have to shoulder him like you did to David.

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 Post subject: Re: Dead Rising Guide (Help)
PostPosted: Wed Jan 21, 2009 11:50 am 
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41) Snared in the Huntin Shack…Again!
Req: None
Location: North Plaza, Huntin Shack
Time: 3:00AM till 11:00AM? Day 3
Survivors: Brett, Jonathan, Alyssa (Red Room)
Rew: PP Boost
Desc: If you wanted to stock up on guns at the huntin shack in the morning of Day 3, youre in for a rude
awakening. Three skinheads have taken over and open fire at you, thinking you’re a zombie. Run out
of there, and one of them will come out for you, telling the others to stop. Approach the fellow and
talk to him. They think theres no secure place, so what you need to do is grab a shot of the airduct on
the roof leading into the security room. Get that (preferably beforehand), and show it to him. The
three will join up. You know what to do.

42) Long Haired Punk
Req: Answer call from Otis
Location: Wonderland Plaza, Casual Gals (1F)
Time: 6:30AM till 5:00PM, Day 3
Survivors: Paul, Debby, Mindy (Yellow Room)
Rew: PP Boost, potential for Molotov Cocktails
Desc: Otis calls about a kid in Wonderland plaza whos holding a Molotov cocktail, and looks very uneasy.
Head on over to see the cutscene…Ahh the awkwardness of Youth…

****************Psychopath – Paul****************
Difficulty: 6/10

What an ass. He wants to be nowhere near you, keeping you distracted with Molotov Cocktails, RC
Car bombs and pulls a Carlito, tossing pipe bombs in his trail to prevent you from following him too
closely.. If you CAN catch him, feel free to harp on his ass with somr strong melee weapons.
Otherwise, simply stay somewhere safe and shoot at him. Quite simple.

NOTE: When the fight is over, a funny cutscene occurs, and you go back to control to see he’s still
alive. That’s because you can SAVE PAUL. A fire extinguisher is nearby. Put it to use by blowing
out the fire on his crotch (which is a pretty good Photo Op). When finished, Paul will get up and
thank you, returning to his senses. Take him, and the ladies he was threatening, to the security room.

43) Football, Soccer, Same Difference
Req: None
Location: Wonderland Plaza, South Soccer ball in kids pen.
Time: [color=yellow6:30AM till 5:00PM? Day 3[/color]
Survivor: Susan (Yellow Room)
Rew: PP Boost
Desc: When heading to do Long Haired Punk, youll notice this elderly lady on top of the soccer ball, trying
to defend herself against zombies. Kill them and offer to help. Simple enough, though she is quite
slow. Best course of action is to hold her hand.

44) A sick Man
Req: Answer call from Otis
Location: Wonderland Plaza, Estelle’s Fine-lady Cosmetics (1F)
Time: 8:00AM till 4:00PM, Day 3
Survivor: Leroy (Red Room)
Rew: PP Boost
Desc: Otis calls about a fellow in Wonderland Plaza who looks like something is wrong with him. Head on
over to learn he hurt his neck. As strange as his behaviour is, he will join up.

45) The Last Resort
Req: Complete Santa Cabeza
Location: Security Room
Time: 11:00AM till 12:00PM, Day 3
Rew: Advance in Plot
Desc: Cutscene as usual. Carlito wants to blow up the mall. Once you trigger this event, theres no goin
back. Hope you got enough ammo and whatnot to last you for awhile, because youll need it.

46) Bomb Collector
Req: Complete The Last Resort
Location: Underground Maintenance Tunnels
Time: From the time you completed requirement until 5:00PM, Day 3
Rew: Advance in Plot, PP boost
Desc: Id like to make it painfully clear at this point…FAILING THIS EVENT WILL CAUSE THE MALL
TO BLOW UP, AND YOU SCORE THE WORST ENDING IN THE GAME. Well, to get to the
Underground Maintenance Tunnels, you have to go into the park, travel along the east wall between
Wonderland Plaza and North Plaza, find the parking lot, take a car and head on in. You should notice
immediately the bottom is FILLED with zombies, shoulder to shoulder. You got so much time to
find all 5 bombs and get out of there (arrow markers help you find them). Can it get worse?
Do you see a light approaching you in those tunnels, by any chance?

****************Psychopath – Carlito + Vehicle****************
Difficulty: 7/10

THAT’S how it can get worse. Carlito will ram into you and cease your productivity. When your
slow and stuck, he will toss explosives out his window to destroy your car. If your without a car in a
horde of zombies with him running around, its just a bloody nightmare of a situation.

Defeating Carlito, is optional. All you have to do is wait for him to smash into a wall, take a melee or
ranged weapon, and sock it to him. If you defeat him you get a cutscene of Brad (where did he come
from?) asking Frank to complete the bomb collection as he chases after Carlito. That’s one less
problem, making it much easier for you to complete your job.

Once you get all 5 bombs and head out where you came in, another cutscene goes off. We get a fight
between Carlito and Brad, and from the looks of it, Carlito won. Brad is up shits creek without a
pistol…Maybe you can go save him before reporting back to Jessie?

47) Brad’s Fate
Req: Complete Bomb Collector
Location: Underground Maintenance Tunnel, storage room
Time: From the time you completed Requirement till 5:00PM, Day 3
Rew: Snuff shot B
Desc: Its best if you do this right after watching the cutscene, so head back into the maintenance tunnel
with a car, and open your map. See the center of the B1F? the line that connects the east and west,
and theres a small pocket inside? That’s the storage room where you can pickup the maintenance
tunnel key, and this is where you find Brad. This is the last cutscene you get to see of him in his
awful shape, and right after, he becomes a zombie…Well, whip out your camera and take a picture of
him if you wish for the achievement.

48) Jamming Device
Req: Complete Bomb Collector
Location: Security Room
Time: From the time you completed Requirement until 6:00PM, Day 3
Rew: Advance in Plot
Desc: When back in the Security room, a cutscene goes off. Whether you saw what happened to Brad’s last
moments or not, its kinda sad for Jessie to not know of what happened. Either way, the signal is still
jammed, which prompts Isabella to bring Frankie over to Carlito’s hideout.

49) Photographer’s Pride
Req: Complete Photo Challenge
Location: Paradise Plaza, Columbian Roastmakers (2F)
Time: 12:00PM (Good) till 1:00AM (Bad)
Survivor: Tad (Red Room) (only if you arrive at 12:00PM)
Rew: PP Boost, special book, mega satisfaction
Desc: If your following the story, this meeting seems like a waste, but it isn’t. Lets start with the bad, hm?

Bad: Whenever you enter Paradise Plaza, a cutscene goes off. Looks like Kent found a shot better
then yours, and shows off what may be one of the cruelest photography setups Kent has done to
date. As you wrap your mind to how fucked up his motives are to beat Frank, you come back to
reality to see the little prick just pulled a gun out on you, and wants to showcase you to the zombies
for one last photo shot!

****************Psychopath – Kent + Handicap****************
Difficulty: 7/10

Id be lying if I said this fight is a piece of cake. With nothing left in your inventory, and probly
battered health (cmon, how would you know being late would result in this?), Kent is going to be a
handful, especially since your movement is limited from the chain around your neck. He likes to kick
quick and shoot at you, but you aren’t completely empty handed. One of the trash bins near your has a
handgun in it, and if you throw the bin around, the gun will pop out. Also, the flower pots are nice
melee weapons, as one hit is enough to drain ¼ of Kent’s health. Its also not much, but theres chips in
the flower bed of the fountain you can use too. Patience is what it takes to down Kent. The miserable
excuse of a human being asks for you to snap his picture to keep, but Frank makes Kent suffer to his
last breath by smashing the camera. Good work, but sucks to be the person who died for Kent’s
twisted goals. Sucks worse if you had good equipment, now you’d have to find them all again.

Good: Heyy! You actually have time to spare to be in Paradise Plaza on time! A cutscene goes off, as
you walk in to see Kent with a fellow tied up…Isn’t he the one who was in the photo of the bad
meeting..? Well, Frank makes sure it wont happen, and ruins Kent’s Photo. Kent blows a fuse and
preps to fight you! Heh, guess downing this turd is unavoidable.

****************Psychopath – Kent****************
Difficulty: 4/10

If you managed to defeat Kent without anything at all, this battle should really be a piece of cake. He
uses the same strategy as before, but you got your weapons of choice with you, so take him down, and
try not to harm the hostage. Same death scene, as you take Tad to the security room.

50) Kindel’s Betrayal
Req: Complete One Man Army, Answer call from Otis
Location: Security Room
Time: 12:00PM till 6:00PM, Day 3
Rew: Avoid mutiny, PP Boost
Desc: What did I tell ya? Otis calls up about Kindell, who snapped and is CONVINCING PEOPLE TO
BREAK OUT OF THE MALL WITH HIM. You don’t need that drama. Whenever you got time,
head to the Security Room and into the room Kindell is in. you’ll see him talking about how their
doomed if they stay. Immediately talk to him to shut his dumb ass up, and offer that if the Helicopter
doesn’t come, he can be in charge of what to do after. Its enough to satisfy Kindell, and the escape is
called off…Phew!

WARNING: If you enter the security room and leave without talking to him while the event is active,
YOU FAIL THE EVENT AND KINDELL LEAVES WITH EVERYONE. Talk about fucking
everything up. Thankfully, this is the second, and last Mutiny you will ever get.

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 Post subject: Re: Dead Rising Guide (Help)
PostPosted: Wed Jan 21, 2009 11:58 am 
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51) A Woman in Despair
Req: Complete Santa Cabeza, Answer call from Otis
Location: Paradise Plaza, Players (1F)
Time: 12:00PM till 6:00PM
Survivor: Simone (Yellow Room)
Rew: PP Boost
Desc: Otis calls about a woman who looks depressed in the CD shop next to the toystore. Head in to see
she’s depressed because she believes since she’s been bitten, she will turn into a zombie. On your
own, you cant do a thing about it. The only way to reason with her is if you have the knowledge that
Isabella is a Medical Technician. Tell her this little fact and she will question it, but eventually go
with you.

52) Paul’s Present
Req: Complete Long Haired Punk, and escorted Paul to the Security Room, Answer call from Otis
Location: Security Room
Time: 5:00PM Day 3 till 12:00PM Day 4 (for endings B and down), 12:00AM Day 4 (Ending A)
Rew: Molotov Cocktails, PP Boost
Desc: Remember that punk who thinks you were laughing at him? Otis calls about him wanting to give you
something when you got a free moment. Head back to speak to Paul, who, in return, asks if you don’t
tell anyone of his whacked behaviour. Simple enough, I suppose. After that, he will give you AS
MANY COCKTAILS AS YOU WANT. Kind of a sweet deal, since they make good crowd clearers,
and could be useful against the final psychopath.

53) Hideout
Req: Complete Jamming Device
Location: North Plaza, stores near Huntin Shack
Time: 5:00PM till 10:00PM, Day 3
Rew: Advance in Plot, a much more convenient base.
Desc: When you leave the Security Room, Isabella is waiting to show you the way. Sorry, but you gotta
physically follow her like Greg did to show you the shortcut in Wonderland Plaza. Follow her as she
slowly brings you to…The Huntin’ Shack? Oh no, its one of the stores near it. Makes things easier
for you to get any guns, as she takes you inside. Head over to her for a cutscene, showing that
Carlito’s computer is connected to the jamming device, and is password protected. As you head out,
Jessie calls you up to head back to the Security Room, due to something interesting on the monitor.

54) Jessie’s Discovery
Req: Complete Hideout
Location: Security Room
Time: From the time the Requirement was completed till 10:00PM, Day 3
Rew: Advance in Plot
Desc: The second you get into the office, a cutscene goes off. Looks like Carlito got overpowered by some
gargantuan man. Jessie says the video was taken at the butcher shop, in the maintenance tunnels.
Kinda ironic huh? Ah well, might aswell go over to get that password.

55) The Butcher
Req: Complete Jessie’s Discovery
Location: Underground Maintenance Tunnel, Butcher’s room
Time: From the time the Requirement was completed till 10:00PM, Day 3
Rew: PP Boost, Advance in Plot
Desc: When you get there, cutscene time. Larry the Butcher views Frank as a customer, and asks him to wait as he preps to grind up Carlito in his processing machine. I think its obvious what you gotta do.

****************Psychopath – Larry****************
Difficulty: 6/10

Quite a meaty fellow huh? Lame jokes aside, You gotta make this fight quick, since after a little
while, Carlito will be processed. Larry, however, doesn’t even view you as an enemy. Remember, he
thinks your there for meat. This gives you a perfect opportunity to land the first blow. Your strongest
weapon will be perfect (might I suggest Paul’s Molotov Cocktail?), but after 1 hit, Larry will come
running for you, cleaver and size in tow. He likes to shoulder ram at fast speed, sling his cleaver
around, and most threating, grabbing bags of meat and throwing them at you (if he grabbed Carlito,
are some of these corpses people?) meat is a good way to defend yourself, so take him out.

Larry dies, and Carlito soon follows, not telling you a thing. He does, however, give you his
necklace, and requests you give it to his sister…Perhaps theres something about this necklace that
holds the password..?


56) Memories
Req: Complete The Butcher
Location: North Plaza, Carlito’s Hideout
Time: From the time the Requirement was completed till 10:00PM, Day 3
Rew: Advance in Plot
Desc: Head into the hideout, and another cutscene goes. Turns out the necklace was indeed the key, as
Isabella gets into the Pc and breaks the jamming signal. Wewts.

57) Simone The Gunslinger
Req: Complete A Woman in Despair, Answer call from Otis
Location: Security Room
Time: 7:00PM Day 3 till 12:00PM Day 4 (For Endings B and Down), 12:00AM Day 4 (Ending A)
Rew: PP Boost
Desc: Otis calls about the last person you saved wants you to come back to her, with a handgun. Huh..?
Well, take one and go see her. She will thank you for giving it to her, and only wanted it incase she
turns. Easy points.

58) Cheryll’s Request
Req: Complete Strange Group, and escort Cheryll to the Security Room, Answer call from Otis
Location: Security Room
Time: 8:00PM Day 3 till 12:00PM Day 4 (for endings B and down), 12:00AM Day 4 (Ending A)
Rew: Entertaining Erotica Photos, PP Boost
Desc: Otis’ final call will be about the cute lady wants to speak to Frank. When you have time, head over
and talk to Cheryll. To be blunt, Cheryll wants you to take Erotica photos of her (other men in the
room will cheer you on). The photo shoot is about 2, 3 minutes long, and is good photography
experience. After its done, she thanks you, and lets you go on your merry little way.

59) The Bad News
Req: Complete Memories
Location: Security Room
Time: From 10:00PM Day 3 till 12:00PM Day 4
Rew: Snuffshot J
Desc: This is basically a string of cutscenes. Once you try to leave the hideout, a cutscene goes with Jessie
happily proclaiming the jam is gone, and calls up DHS HQ. Keep going back to the security room.
Before you can leave North Plaza, another cutscene. Kinda knew this was coming huh? Well, looks
like this shook all hope out of Jessie, which is another reason to get back pronto. At the warehouse,
another cutscene. Some of the Special Ops have come to evac Jessie out, however…Jessie seems a
little hungry, if you get my drift. When you get near the air duct, another cutscene. Frank tries to
contact Jessie, but no answer, as gunfire can be heard all around…Not looking good here. Enter the
security room and when you enter the office, another cutscene. Frank sees the two corpses, and
Jessie’s glasses. O noes. When you look at the room which leads to the survivors, notice Jessie
wandering around with that zombie look. Deal with her as you wish, but be smart and first snap a
picture of her.

Also, notice how theres no survivors anywhere? In the office theres a note on the desk. Apparently,
Special Ops took them all away, and Otis, being the cowardly old man he is, he stole a helicopter and
fled…Seriously, this guy is just an all-around asshole. However, im sure the survivors had to sign
wavers to stfu about what happened, and they still count as survivors when your done, so bravo.

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 Post subject: Re: Dead Rising Guide (Help)
PostPosted: Wed Jan 21, 2009 12:05 pm 
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60) Meet the new Mall Cleanup Crew
Req: Complete Memories
Location: Everywhere
Time: 12:00AM, Day 4
Rew: Introduction of Special Ops?
Desc: At the strike of Midnight, Special Ops come in a nice little cutscene and begin to mow down
zombies, just like Jessie said they would. From here on out, Special Ops will be all over the mall, and
will turn their guns to you on first hint of your presence.


****************Psychopath? – Special Ops****************
Difficulty: 3/10, 6/10 in pairs

These guys will be common occurrences until your chopper arrives. They will clear out the zombies,
but will clear you out too if you aren’t careful. They fight from a distance, so perhaps up front an
melee them is good when close. If your out of their detection range, you can take out a good gun and
pop it in their head (they may need a few, what with all that body armor).

If you die at the hands of a Special Ops, you get pulled into the military chopper, and tortured. You
can wriggle free, but every time they catch you, you get knocked out, and 6 hours goes by instantly.
It can fuck up your ending.

****************Psychopath? – Military Chopper****************
Difficulty: 9/10

Heh, this guy makes you wish the Convicts were still around. He will roam in the skies of the park,
shooting at you and firing missiles (which, even at lvl 50, can almost kill you). Your only weapon
against this bully is sniper rifles and some well-timed shots (remember, aim where the chopper is
going, not where it is). Aim for either the rear propeller or the pilot inside, and it will f’ off. Also to
note, just like the Special Ops, if you ‘die’, your brought out to be tortured.

61) Cleanups Over
Req: Complete Meet the New Mall Cleanup Crew
Location: Anywhere (preferably Carlito’s Hideout)
Time: 10:00AM, Day 4
Rew: An eerily empty mall
Desc: You get treated to a cutscene of seeing all the zombies being killed by the military, with some
strange man in charge of them all. When its over, speak to Isabella, and she will tell you to go, and
forget about her. SPEAKING TO HER AFTER AND BEFORE THE EVENT ARE NECCESARY
TO GET AN A ENDING. You got 2 hours to kill, so head around the mall and reminisce if you like,
but don’t be late for your ride.

62) Times Up
Req: None
Location: Roof, Helipad
Time: 12:00PM, Day 4
Rew: The game ends
Desc: cant really describe what your ending is, since I don’t know which one you got. Watch your cutscene
and enjoy.

**************************************************************************************
Overtime Mode
**************************************************************************************

63) Overtime
Req: Achieved Ending A
Time: 12:15PM, Day 4
Rew: More gameplay
Desc: It aint ovah! Welcome to Overtime Mode, and the first few cutscenes lets you know that Frank is in
deep, deep zombie shit. You got 24 hours until Frank becomes a zombie, starting at 8:00PM Day 4,
when Frank first wakes up. It’s a race against time, as both zombies AND Special Ops are back in the
mall, looking for you. If you took down the helicopter, it will be back again for more humiliation and
whatnot. Ready? Go!



64) The Toy Helicopter
Req: None
Location: North Plaza, at the end of the narrow hallway leading to Carlito’s Hideout
Time: Any time.
Rew: Toy Helicopter enemies
Desc: Cutscene. I guess the military got bored of waiting for action, so they invented the toy helicopters
with cameras, sirens, and guns on them, to fly around, looking for any more humans or zombies.
Their fairly weak and the gun isn’t too strong, but the siren alerts all Special Ops in the area to come
looking for you. That’s not quite good. Try your best to walk around them, their not worth the
trouble.

65) Medicinal Scavenger Hunt
Req: None
Location: Everywhere
Time: Until 8:00PM, Day 5
Rew: The hope to not be zombified
Desc: Well, Isabella needs you to gather some supplies in order to get things started. Problem is, these
supplies are all over the mall. They are easy to spot out, since their rotating Well, here’s what they
are (in order):

- First Aid Kit: North Plaza, Seon’s Food and Stuff, Pharmacy -> where Medicine was in Medicine Run.
- Magnifying Glass: Wonderland Plaza, Wonder Jewels (1F) -> On the back center display table.
- Blender: Food Court, Frozen Dreams -> Behind the counter.
- Perfume Bottle : Entrance Plaza, Estelle’s Fine-lady Cosmetics (2F) -> on the back of the pillar display.
- Camp Stove: Entrance Plaza, Sports High (1F) -> in the center shelf when you enter the store.
- Coffee Filters: Security Room -> It’s on the office desk.
- Developing Solution: Paradise Plaza, Cam’s Camera (1F) -> Behind the counter.
- Cold Spray: Paradise Plaza, Sportrance (2F) -> on the corner of the closest display rack when entering.

Once you got all 8, head back to Isabella.

66) The hole
Req: None
Location: Park, Clock tower
Time: Any time in Overtime Mode
Rew: None
Desc: Fairly simple. When you go near, a cutscene will occur which shows a hole that’s FULL of zombies.
Could it be a way out? Either way, something would be needed to get by.

67) Carlito’s Sinister Plan
Req: Complete Medicinal Scavenger Hunt
Location: Carlito’s hideout
Time: From the time requirement was completed till 8:00PM, Day 5
Rew: Advance in plot
Desc: Remember how Carlito said it wasn’t over yet as he died? This cutscene explains to the extent of
how batshit insane and cruel he was. Looks like your story wont be big news if the whole country is
infected with zombies. Like Isabella says, you should probly focus on curing yourself first.

68) Power Outage
Req: You did not complete The Hole, but completed Carlito’s Sinister Plan
Location: Carlito’s hideout
Time: until 8:00PM, Day 5
Rew: None
Desc: The power goes up, putting a hold on the cure. Isabella requests you find a generator in order for her
to continue working. There’s one on the clock tower in the park, so head on over. When you get
near, a cutscene goes off, showing what may be the highest concentration of zombies so far in the
game. Once its done, grab the generator from the clock tower, and head on back.

69) God Save the Queens
Req: Complete Carlito’s Sinister Plan and The Hole
Location: Carlito’s Hideout
Time: From the time requirements were completed till 8:00PM, Day 5
Rew: Advance in plot
Desc: Now all she needs is Queens to prepare the hormone. 10 to be exact. Zombies are back in the mall, so
it atleast lets you go around and collect what you can. Once you have 1 or 2, bring them back to
Isabella until 10 are delivered. She gives you the shot in the cutscene, and explains a perfume that
repulses zombies. Hmmm! This could be the ‘lucky’ break!

70) Into the Smelly Abyss
Req: Complete God Save the Queens
Location: Cave
Time: No Time. You’re brought here right after God Save the Queens
Rew: Advance in plot
Desc: Well, with Isabella’s aura, you can walk into the pile of zombies without them attacking you. You
HAVE to be holding Isabella’s hand to keep yourself protected though. You come across an iron bar
that blocks your way early on. Escort Isabella to the left, and you can open the small side gate so she
can crawl through and open the big gate. During this time, your defenseless, so do what you’ve been
doing the entire game; kill zombies. When its open, hook up with Isabella again, and proceed to the
next area. repeat previous steps again, since there are more gates down the road. Careful, as you
probly noticed, Isabella’s perfume is beginning to weaken. It’s a good idea to hold her hand and
walk slowly, since the hold can be broken by virtually anything.

Once you get to the third area, a cutscene goes. The goal is to get to the top of the cave, hit the lever,
distract the soldiers and take their jeep. Since the pheromone can only cover one, its best to carry
Isabella a lot, to keep you, and her protected from zombies and soldiers. Once you hit the switch
above, rush down and enter the jeep for another cutscene. Home free, right? ….Shit!

****************Psychopath? – XM3 Prototype Tank****************
Difficulty: 5/10

Isabella rides, and you shoot. Aim for the tank’s green sensors on its front body, and don’t let up for
nothing, since you don’t need to reload or worry about the gun overheating. The tank will target you
with a laser (but stops once you shoot it enough), send toy helicopters after you, and launches
missiles. Prevent the laser from targeting, and shooting the helicopters and missiles is a common
sense strategy. It’s a slow and repetitious fight, but endure to win. After the cutscenes, it’s the final
fight.


****************Psychopath? – Brock****************
Difficulty: 7/10

After the little speech, Brock is ready to kick your inexperienced arse. No weapons, no healing, no
items, just fist to fist fighting on top of the tank. Brock has a Photo Op when he’s rotating his arms
and prepping for a shove, if you got the balls to take the picture. Also, if he knocks you off the tank,
you gotta get back on, which is tricky with all the zombies and whatnot. Brock is going to guard most
of your attacks, and if your not careful enough, he will put you in a sleeper hold which slowly drains
your health. As for strategy, you gotta confuse the AI. Stay on the bottom portion of the tank, wait till
he comes down, kick him up some, then jump on the upper portion. It aint much, but the chip damage
eventually adds up. Repeat until he dies.

Enjoy the final cutscene, and enjoy the revised credits. Congrats, you completed Dead Rising!

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 Post subject: Re: Dead Rising Guide (Help)
PostPosted: Wed Jan 21, 2009 12:07 pm 
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I'm going to show you the Tyrant.
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and there we are. For anyone curious, Yellow text is text I need someone to verify for me. The rest, you can try and see if theres any flaw in what I learned.

and PS: someone just TRY and top my new score of over 6.3 Million PP, putting me in the top 450 Dead Rising Players, Ever :P

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 Post subject: Re: Dead Rising Guide (Help)
PostPosted: Wed Jan 21, 2009 12:22 pm 
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That's a little ridiculous. How did you do that Phil?

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 Post subject: Re: Dead Rising Guide (Help)
PostPosted: Wed Jan 21, 2009 12:27 pm 
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Link wrote:
That's a little ridiculous. How did you do that Phil?

You get ALOT of points saving people, so this time, I brought the book World News with me (in The Sinister Read in Entrance Plaza. it gives a 25% bonus for rescuing survivors). Also, with the free time I had, I killed Special Ops (5,000PP a kill. it adds up)

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 Post subject: Re: Dead Rising Guide (Help)
PostPosted: Wed Jan 21, 2009 12:36 pm 
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If I put actual effort into it I'm sure I could do it.

Also, just as an FYI. There's a lot of important strategies with survivors and other stuff that aren't included. Like... carrying survivors prevent zombies from grabbing you and thus makes travel easier. Survivors work better by setting waypoints and if need be yelling "follow me" whenever they get held up.

After this is all tested out, I'm going to attempt to make a graph/timeline of sorts for an easy to print graphical representation.

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 Post subject: Re: Dead Rising Guide (Help)
PostPosted: Wed Jan 21, 2009 12:39 pm 
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Link wrote:
If I put actual effort into it I'm sure I could do it.

Also, just as an FYI. There's a lot of important strategies with survivors and other stuff that aren't included. Like... carrying survivors prevent zombies from grabbing you and thus makes travel easier. Survivors work better by setting waypoints and if need be yelling "follow me" whenever they get held up.

After this is all tested out, I'm going to attempt to make a graph/timeline of sorts for an easy to print graphical representation.


sounds sweet. I gotta edit my first post, since theres a crucial thing I need stomped on before questions arise.

oh, and I covered Survivor habits in the first part of the faqs. they all have their own habits and tenencies. For example, a lot of the old folks can run, but they often stop to breathe

some people will follow you, but if their partner is left behind, they go back for em (good example of this; Heather and Pamela, Tonya and Ross)

Some people indefinately need carrying (injured like Leah and David, or the old to save them from themselves)

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 Post subject: Re: Dead Rising Guide (Help)
PostPosted: Thu Feb 26, 2009 5:14 pm 
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sso...anybody have anything else to add before I attempt to throw this onto Gamefaqs.com?

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 Post subject: Re: Dead Rising Guide (Help)
PostPosted: Thu Feb 26, 2009 11:30 pm 
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Phil, this is gonna be a sweet guide.

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 Post subject: Re: Dead Rising Guide (Help)
PostPosted: Fri Feb 27, 2009 1:02 am 
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im skimming through it. Other then some spelling errors, it seems good to go. ill try and make the corrections this weekend, and then submit it.

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 Post subject: Re: Dead Rising Guide (Help)
PostPosted: Fri Feb 27, 2009 10:02 am 
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Phil wrote:
im skimming through it. Other then some spelling errors, it seems good to go. ill try and make the corrections this weekend, and then submit it.


Make sure to give me special "inspiration" thanks. :)

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 Post subject: Re: Dead Rising Guide (Help)
PostPosted: Fri May 15, 2009 3:36 pm 
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yeahh...can someone meet me on AIM, so I can just hand this document over to them to proofread and then submit this?

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 Post subject: Re: Dead Rising Guide (Help)
PostPosted: Sat May 16, 2009 12:32 am 
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Phil wrote:
yeahh...can someone meet me on AIM, so I can just hand this document over to them to proofread and then submit this?

Did you notice the misspelled one in the achievements.

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 Post subject: Re: Dead Rising Guide (Help)
PostPosted: Sat May 16, 2009 9:36 pm 
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Swordfish00830 wrote:
Phil wrote:
yeahh...can someone meet me on AIM, so I can just hand this document over to them to proofread and then submit this?

Did you notice the misspelled one in the achievements.


hmmm?

anyways, im asking for someone to meet me on AIM (SharpshooterGSX) and ill pass you the document for one to spellcheck. when done, id like someone else to submit it to Gamefaqs...ive been very lazy lately.. :(

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 Post subject: Re: Dead Rising Guide (Help)
PostPosted: Tue May 19, 2009 10:50 am 
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Swordfish00830 wrote:
Phil wrote:
yeahh...can someone meet me on AIM, so I can just hand this document over to them to proofread and then submit this?

Did you notice the misspelled one in the achievements.


There is an actual misspelled achievement in the achievement list.

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 Post subject: Re: Dead Rising Guide (Help)
PostPosted: Tue May 19, 2009 11:08 pm 
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Link. if you wish for this guide to see the light of day, I suggest you come on AIM or somethin, and get this file to proofcheck it.

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