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 Post subject: Re: Dead Rising Guide (Help)
PostPosted: Thu Jan 15, 2009 10:04 am 
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The Mad Prince
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Phil wrote:
im up to the afternoons of Day 2, just gotta write in some descriptions for em.

by the way, a good way to tell time, is looking at the color bars. the second a bar goes from blue to yellow, that means 6 hours from then, it will expire. or, if it goes from yellow to red, its 3 hours to expire. I used that method and I wait every 30 minutes to check on the progress of the times :3 .


Hrmm...

Have you done rechecks of the same day/area to make sure the times don't fluctuate? That's my biggest concern really.

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 Post subject: Re: Dead Rising Guide (Help)
PostPosted: Thu Jan 15, 2009 3:36 pm 
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Link wrote:
Phil wrote:
im up to the afternoons of Day 2, just gotta write in some descriptions for em.

by the way, a good way to tell time, is looking at the color bars. the second a bar goes from blue to yellow, that means 6 hours from then, it will expire. or, if it goes from yellow to red, its 3 hours to expire. I used that method and I wait every 30 minutes to check on the progress of the times :3 .


Hrmm...

Have you done rechecks of the same day/area to make sure the times don't fluctuate? That's my biggest concern really.


not yet, but I can gice you the guide thus far to check it out.

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 Post subject: Re: Dead Rising Guide (Help)
PostPosted: Fri Jan 16, 2009 11:38 am 
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here is an easy and effective guide i found.

step one: press start.

step two: play first level when you're flying to mall. take pictures of shit.

step three: after the mall cutscene, when you are summoned upstairs by ving rhames, take disc out.

step four: put disc back in case and put it away in a box in your attic.

step five: find a copy of Dawn of the Dead (original or remake will do)

step six: take dvd out of case and put it in your player.

step seven: press play and watch til end credits.

there. you have successfully beaten deadrising.


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 Post subject: Re: Dead Rising Guide (Help)
PostPosted: Fri Jan 16, 2009 11:49 am 
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What about Day 3? I could do that, if you wish.

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 Post subject: Re: Dead Rising Guide (Help)
PostPosted: Fri Jan 16, 2009 3:11 pm 
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you sure Rusty? Day 3 is the least active day in terms of people that need to be saved and stuff, but the case is VERY fast paced, and will have to be timed so.

I dont wanna sound jerkish, but im up to the evening of Day 2 with ALL cases and stuff, and if you guys wouldnt mind, id like to try and finish the thing, and hand it to anyone who wants to test-drive it, so we can all make fun of my spelling xD

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 Post subject: Re: Dead Rising Guide (Help)
PostPosted: Fri Jan 16, 2009 3:14 pm 
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Phil wrote:
you sure Rusty? Day 3 is the least active day in terms of people that need to be saved and stuff, but the case is VERY fast paced, and will have to be timed so.

I dont wanna sound jerkish, but im up to the evening of Day 2 with ALL cases and stuff, and if you guys wouldnt mind, id like to try and finish the thing, and hand it to anyone who wants to test-drive it, so we can all make fun of my spelling xD


By all means Phil. Sounds like a plan to me.

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 Post subject: Re: Dead Rising Guide (Help)
PostPosted: Fri Jan 16, 2009 3:19 pm 
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the good news is, I got allll weekend to finish this badboy, and I wanna work on it now. Im reved! Im Charged! I wanna take a sh!t!....huh? :shock:

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 Post subject: Re: Dead Rising Guide (Help)
PostPosted: Fri Jan 16, 2009 4:50 pm 
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well...I guess I DO need help with some things, if you guys wanna give me a hand. these are the events THAT OTIS DOESNT CALL YOU ABOUT, but happen anyways. I need help to see if the times. Here's a list:

05) Trapped In The Closet
Req: Complete An Odd Old Man
Location: Entrance Plaza, In The Closet 2F
Time: Aprox Until 6:00AM, Day 2

06) Snared In the Huntin Shack
Req: None
Location: Huntin’ Shack, North Plaza
Time: Aprox. Until Noon of Day 2

22) Gangbanged
Req: None
Location: Paradise Plaza, Child’s Play (1F)
Time: 10:30AM Day 2 until aprox 3:00PM? Day 2

26) Hangin Around
Req: none
Location: Wonderland Plaza, Big Rabbit (South)
Time: 12:00PM Day 2 till 12:00AM Day 3

35) One Man Army
Req: None
Location: North Plaza
Time: 12:00AM, Day 3 till 3:00AM? Day 3

??) The Boozehound
Req: None
Location: Food Court, Chris' Fine Foods
Time: 3:00AM, Day 3 till 11:00AM Day 3

??) Football, Soccer, Same Difference
Req: None
Location: Wonderland Plaza, soccer ball in kids playpen (1F)
Time: 6:30AM till 5:00PM? Day 3

these are all the events that just happen, without provocations or whatnot. it would be a huge relief if someone could help make sure theres correct end times for these events.


UPDATE:

looks like the game decided to throw an additional curveball with this guide. Theres One Request and One Mutiny I havent been given because there has not been enough people in the security room they were in. My best guess is that there wasnt enough survivors in the room to trigger the events, so if someone wants to start the game, use the guide and when you get those calls, can you tell me so I can add them to the guide? these are it:

Ronald's Mutiny
Req: Complete Restaurant Man, Answer Call from Otis, save a set ammount of survivors
Location: Security Room
Time: ? till ?
Rew: keeping everyone

Flloyd's Request
Req: Complete Antique Lover, Answer Call from Otis, save a set ammount of survivors
Location: Security Room
Time: aprox 3:00AM till 11:00AM, day 3
Rew: PP Boost

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 Post subject: Re: Dead Rising Guide (Help)
PostPosted: Sat Jan 17, 2009 6:05 pm 
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HM!!! I just made a shocking discovery about requests and mutinies!

Requests and Mutinies (Like Flloyd, Ronald and Kendill) only work when theres more than 4 survivors in their rooms. im unsure about other requests like Cherryl and Simone, since their requests are more, self-centered.

In either case, im playing the game again to save everyone so I can make some calculations. What I WILL do, is ask if anyone wants to take the guide I have up to this point, and take it for a spin?

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 Post subject: Re: Dead Rising Guide (Help)
PostPosted: Sat Jan 17, 2009 6:22 pm 
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Phil wrote:
HM!!! I just made a shocking discovery about requests and mutinies!

Requests and Mutinies (Like Flloyd, Ronald and Kendill) only work when theres more than 4 survivors in their rooms. im unsure about other requests like Cherryl and Simone, since their requests are more, self-centered.

In either case, im playing the game again to save everyone so I can make some calculations. What I WILL do, is ask if anyone wants to take the guide I have up to this point, and take it for a spin?


I'm still in the middle of my frank the pimp run. I need to buckle down and play that, although most of my time is being spent with the girlfriend on Lego Star Wars.

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 Post subject: Re: Dead Rising Guide (Help)
PostPosted: Sat Jan 17, 2009 8:02 pm 
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Frank The Pimp is rather simple..

Save the twins in Double Trouble (Paradise Plaza, Child's play, 10:00 AM Day 2)
Kill ronald (Paradise Plaza, Jill's Sandwiches, Restaurant Man, 11:00AM Day 2)
Save Jennifer (Paradise Plaza, The Raincoat Cult, 1:00PM Day 2)
Head to Wonderland Plaza, save the two on the south inflatable bunny. Kill the man. (12:00PM Day 2 till 12:00AM Day 3)
leave Wonderland Plaza, then reenter quickly.
Kill Jo (Above the Law, Wonderland Plaza, Lovely Fashion House 2F)

there ya go Link.

2 + 1 + 1 + 4

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 Post subject: Re: Dead Rising Guide (Help)
PostPosted: Sat Jan 17, 2009 8:41 pm 
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Phil wrote:
Frank The Pimp is rather simple..

Save the twins in Double Trouble (Paradise Plaza, Child's play, 10:00 AM Day 2)
Kill ronald (Paradise Plaza, Jill's Sandwiches, Restaurant Man, 11:00AM Day 2)
Save Jennifer (Paradise Plaza, The Raincoat Cult, 1:00PM Day 2)
Head to Wonderland Plaza, save the two on the south inflatable bunny. Kill the man. (12:00PM Day 2 till 12:00AM Day 3)
leave Wonderland Plaza, then reenter quickly.
Kill Jo (Above the Law, Wonderland Plaza, Lovely Fashion House 2F)

there ya go Link.

2 + 1 + 1 + 4


Actually doing it a slightly different way according to a brief FAQ on GameFAQs. Mine ends with saving Jennifer I believe.

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 Post subject: Re: Dead Rising Guide (Help)
PostPosted: Mon Jan 19, 2009 3:05 am 
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well...just have Overtime mode left to do, and then I can release this FAQ for you guys to testdrive it.

speaking of which, where can I put this before gameFAQS?

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 Post subject: Re: Dead Rising Guide (Help)
PostPosted: Tue Jan 20, 2009 11:57 pm 
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ITS COMPLETE!!

IM not sure where I can put this prototype, but if anyone wants a copy of it, please contact me:

MSN: Sharp_Shooter78@hotmail.com
AIM: SharpshooterGSX

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 Post subject: Re: Dead Rising Guide (Help)
PostPosted: Wed Jan 21, 2009 10:01 am 
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Phil wrote:
ITS COMPLETE!!

IM not sure where I can put this prototype, but if anyone wants a copy of it, please contact me:

MSN: Sharp_Shooter78@hotmail.com
AIM: SharpshooterGSX


Feel free to post it here. :)

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 Post subject: Re: Dead Rising Guide (Help)
PostPosted: Wed Jan 21, 2009 10:17 am 
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I would, but:

Quote:
Enter your message here, it may contain no more than 60000 characters

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 Post subject: Re: Dead Rising Guide (Help)
PostPosted: Wed Jan 21, 2009 10:43 am 
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Phil wrote:
I would, but:

Quote:
Enter your message here, it may contain no more than 60000 characters


haha, break it down into multiple posts. I'll allow double/quintuple/sextuple posting. :p

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 Post subject: Re: Dead Rising Guide (Help)
PostPosted: Wed Jan 21, 2009 10:59 am 
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Facts:


-YOU MAY NOT GET SOME CALLS IF YOU DONT TAKE ANY TO BEGIN WITH. Otis measures your success rate, and if you fall behind on some, he wont call you about others, or worse, call you later about them, giving you less time to do them. This Faqs tackles the earliest times you can do said calls, granted that you did others beforehand.
-Some events depend on how many people are in each door-colored room. Here are the names and rooms:

Blue - > Bill, Burt, Aaron, Sophie, Heather, Pamela, Ronald, Beth, Nathan, Ray, Michelle, Cheryll

Yellow - > Ross, Tonya, Nick, Sally, Rachel, Jolie, Flloyd, Paul, Debbie, Mindy, Susan, Simone

Green - > Jeff, Natalie, Leah, Josh, Barbara, Rich, Gordon, Jennifer, Wayne, Kindell, Gil

Red - > Yuu, Shinji, David, Lilly, Kay, Janet, Kelly, Jonathan, Brett, Alyssa, Leroy, Tad

Near Air Duct - > Greg

-in technicality, the day # works like this. Day 1 is only half a day. A day changes when its midnight.

-TIME GOES FAST IN THIS GAME. 1 minute in this game is 5 of our seconds. That means it takes 5 minutes for an hour to go by in this game. 1 day in the game is 2 hours, etc. learning the essence of time is always a good start to working a schedule.

-LEARN WHAT YOUR GOOD WITH. Im a hunting knife guy, but everyone has their preference. Find whats available to you, and keep em for the clutch moments.

-HAVE A GOOD BALANCE OF WEAPONS. Ranged weapons are nice, but there are times where they will kill you (vice versa with melee weapons)

-If you dare run for the Saint Achievement, it’s a good idea to be lvl 50. You need all the space, life and strength you can get your hands on to make things run quick and fluently.

-KEEP SPARE FOOD HANDY. Whether its for you or survivors, they keep you alive. Learn where the best drinks are (coffee creamers, orange juice, milk), and be sure to have one or two on you at all times.

-Survivors are STUPID AS HELL, NO MATTER WHAT YOU TELL THEM. Some are afraid in crowds of zombies, some like to attack too much, some run too fast, some limp too slow, some need assistance, some need carrying, some make you feel like you should give them a mercy killing. That said, you have to work past these flaws, and keep on. Patience.

-BOOKS ARE YOUR FRIENDS. Figure out what you like, and find books in the bookstores throughout the mall and on psychopaths that give your food and items boosts to make things easier on you.

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Last edited by Phil on Wed Jan 21, 2009 12:41 pm, edited 1 time in total.

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 Post subject: Re: Dead Rising Guide (Help)
PostPosted: Wed Jan 21, 2009 11:21 am 
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**************************************************************************************
72 Hour Mode
**************************************************************************************

Welcome to 72 hour mode, the mode where you figure out just whats going down in the town of Willamette Colorado, Population 53,594. Of course, you don’t have to do anything if you dont want to, since the story is all optional. The mall is your playground, your sandbox, your battlefield, its all about what you do with the time.

So, here’s the opening Cutscene of Frank West, who got a tip of big news in Willamette. As you take pictures and learn the Military has got the place down tight, and after a small tutorial about how to use the camera of yours, you hop out of the chopper into the mall. Your immediately met by a strange fellow named Carlito, who hints about what happened in the town, incase you somehow didn’t figure it out from your photography. Head on inside and look at the monitor if you wish for a cutscene. After that, head out of the security room via the door by the door near the ducts, and out into the mall. Another cutscene goes, and Tadahh~! Zombies is the cause of all this. The old man wants you to help make a barricade, so head on over in the back and pick up whatever you can. Along the way you can enjoy the only real audio dialogue any survivor will ever spew. For the entire game. When your in the back another cutscene breaks out. Whos the old guy…? No time to ponder, as the zombies break in because of one retarded little lady. Poo…

Grab any weapon you can (baseball bats are nice) and race to the stairs. YOU CANNOT SAVE ANY OF THE PEOPLE IN THIS PLAZA. Also to note, Brian Reynolds had a shotgun before he died. If you feel risky, find him out in the crowd and take his shotgun from his cold dead fingers, since you wont get another for a long time.

After you get up, a cutscene goes off, and Otis, one of the mall’s many janitors, seals the door shut. Looks like Frank was the only one to get out alive. Well, The others inside are Brad and Jessie, both of whom are DHS agents who wont tell Frank Jack about what happened. Even though the door is sealed shut, the air duct is open now, which gives you access back into the mall where Brad ran off to. Ah well, time to explore!

01) The Seperated Spouses
Req: Walk out of the air duct for the first time.
Location: Roof
Time: As soon as you leave through the airducts for the first time. If you leave the area, the two will die.
Rew: PP boost
Survivors: Jeff, Natalie (Green Room)
Desc: This isn’t really rocket science. Over by the Elevator, a fellow named Jeff will ask if you have seen
his wife, since they got separated when trying to get to the roof. Tell him that youll help find her,
and he will join you. On the other side of the roof, coincidentally, is his wife Natalie. Bring Jeff over
to her (or vise versa), and they will notice the other, running towards eachother. Whip out your
camera for a nice Photo Op, and talk to them again to convince Natalie to join. Bring them both to
the security room and voila, easy points.


02) Backup For Brad
Req: Walk back into the mall for the first time.
Location: Warehouse
Time: From the first time you go back to the mall, until 6:00 AM of Day 2.
Rew: Advancement in plot, PP boost
Desc: Before you even go into the mall again, a cutscene occurs. Brad’s been attacked by someone, and due to unforeseen circumstances, it’s up to Frank to help him out. Head on out of the mall, and head for the food court to take on this mystery assaulter.


****************Psychopath --- Carlito****************
Difficulty – 5/10

Wha-wha-whaa?! The same man who was so nice to you on the roof is now gunning you and your
new friend down? Brad mustve said some bad Spanish. In seriousness, Carlito will stand on top of
the platforms and gun down at you, with the occasional Molotov cocktail to explode near you,
should you get too close under him. The pistols Brad and Jessie gave you are decent to fight him
with, but to really get an ‘edge’ in the fight, you should pick up the submachine gun on top of the
Chris Chef nose near you in the food court, and before even beginning, the Katana on the orange top
below the Columbian Roastmaker store (you jump down onto it). Carlito’s fire can pack a punch,
but so can your blade. A couple smacks should make him leave you alone, for now.

Another cutscene occurs, and after some negotiations, Frank and Brad are officially working
together. Well done, but Carlito was a mere sample of the batshittery of insane people you meet in
your busy days in shopping hell.

03) An Odd Old Man
Req: Complete Backup For Brad
Location: Entrance Plaza
Time: From the time you completed the requirement until 6:00 AM of Day 2
Rew: Advancement in plot.
Desc: This occurs right after Backup For Brad, so you and Brad get over to the Entrance Plaza through Al
Fresca Plaza (note, unlike survivors, you can rush way ahead, and brad will be with you in the next
area, even if he’s nowhere near you when you open the door). Brad will unlock a gate, giving him
and Frank access to the Plaza where you initially first began. Walk over to the escalators and a
cutscene will occur. Persistant old fart isn’t he? Brad will head back to the security room after the
scene, giving you the freedom to check around Entrance Plaza

04) A Temporary Agreement
Req: Complete An Odd Old Man
Location: Security Room
Time: From the time you completed the requirement until 6:00 AM of Day 2
Rew: Advancement in plot
Desc: When you go to the room, a cutscene will commence. Looks like the plan is to wait until morning to
get the Dr. out of his hole. Until then, Brad will be stocking up on supplies. Like An Odd Old Man,
you just gotta be there to complete the objective. The next case begins at 6:00 AM, so if you got
plenty of time, its probly a good idea to check around for other things to do.

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 Post subject: Re: Dead Rising Guide (Help)
PostPosted: Wed Jan 21, 2009 11:30 am 
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05) Trapped In The Closet
Req: Complete An Odd Old Man
Location: Entrance Plaza, In The Closet 2F
Time: Aprox Until 6:00AM, Day 2
Survivor: Bill (Blue Room)
Rew: PP Boost
Desc: When you complete An Odd Old man and explore Entrance Plaza, notice the one store on the 2nd
Floor that has zombies attracted to it. Hmm, could someone be alive in there? Clear them out and
head on in to see the store is empty. When you check the back of the store, there is a pile of boxes
stacked up, with what sounds like someone behind it. Break the boxes down to find a fellow named
Bill, who has been stuck in there before the outbreak even occurred. Talk to him, and before you can
wonder how he survived 2 days without any resources, he thanks you and runs off to go home, only
to stop and realize the back of the boxes was a haven. Talk to him again and he will agree to join
you to get somewhere safe (Security Room, dur.)

06) Snared In the Huntin Shack
Req: None
Location: Huntin’ Shack, North Plaza
Time: 2:00PM Day 1 till Aprox. Noon of Day 2
Rew: PP boost, early access to good ranged weapons
Desc: If you took the couple minutes to check your map, you realize that the North Plaza has a gun store! Oooh goody goody goody, a perfect place to grab some weapons to shoot down your zombie oppressers right? Well, make your way there (it’s a little tricky at first, especially a pain if you wanna travel at night), and when you go inside,watch the cutscene. You realize immediately this aint gonna go peacefully, but maybe this other fellow who was here before you can talk things out….Ooooohhhh dearr…


****************Psychopath - Cletus****************
Difficulty – 7 to 8/10

Lets recap…You entered a gun store where a madman wants you to scram or else he will blow his
12 gauge into your skull. You know he will make good on his word, since he just offed a guy right
in front of you. So, you bring any ranged weapons to fight back? If not, you are almost guaranteed
to lose, even if you are Lvl 50. If you try and get over the counter, he will just toss you over again,
causing you to lose even more life.

First hint of advice, GET THE HELL OUTTA THE STORE WHILE YOU STILL CAN!! Go
through the right door, as there is a hint of strategy to it ill describe later. When you’re out, use a
melee weapon to kill the zombies so you wont get interrupted in this fight. Careful not to dillydally in
the front of the door though, Cletus don’t like dillydallying. When its cleared, take out your guns
(SMG, Pistols, or even the shotgun you collect from Brian’s corpse from the very beginning is nice,
or the mounted gun from the convicts is a nice easy way to do him in), stand a little in front of the
door you opened, aim, and fire at Cletus. If you time it right, he will slowly but surely lose his life.
He will sometimes take shots back, but your door shield should block some of it, and if not, im sure
you got health tucked away somewhere for emergencies like this. He also takes swigs from a wine
bottle, which makes for a nice Photo Op if you got the balls to try and get close enough to snap the
picture. If you really feel ballsy, you can hop over the counter and steal some weapons and wine
while he reloads his shotgun. Sooner or later, he will fall, and suppress a giggle to his deathscene.



07) Cut From The Same Cloth
Req: Answer call from Otis
Location: Paradise Plaza, Columbian Roastmakers (2F)
Time: 2:00 PM till 8:00 PM, Day 1
Rew: Advancement in subplot.
Desc: Prepare to meet Frank West’s polar opposite; a snotty brat with a camera who thinks he’s The Man
of Photography. Kent will bitch at you for ruining his shot, and after you talk to him a few times, he
will find the time out of his busy schedule to help you take better shots. He starts wasting your time
by asking you to take a snapshot of him that’s over 500PP (a nice shot of him kneeling to take a
picture), then ask of you to take a cool pose over 700PP (after taking a shot while standing, he pumps
his arm in triumph. Take a shot of him doing said arm pump). If you want a good Photo Op shot, he
does a kick in mid air, if you can bag it. After that, a cutscene will show that he has a photography
challenge he wants to throw down to you. More on that as the drama develops.


08) Barricade Pair, Part A & B
Req: Answer call from Otis
Location: Al fresca Plaza, Weber’s Garments
Time: 4:00 PM Day 1 till 4:00 AM, Day 2
Survivors: Burt, Aaron (Blue Room)
Rew: PP boost
Desc: Two people have barricaded themselves in a women’s clothing shop. When you go to investigate, one of the two survivors thinks you’re a Psychopath and begins to attack you. Feel free to smack the piss out of the kid, but don’t hurt him too bad. When Burt finally calms down, talk to him for a little and he, along with his wussy friend Aaron, will join you. Take em back to the security room for the PP bonus.

09) A Mother’s Lament
Req: Answer call from Otis
Location: Al fresca Plaza, Riverfield Jewelry
Time: 5:00PM Day 1 till 7:00AM, Day 2
Survivor: Leah (Green Room)
Rew: PP boost
Desc: Otis calls about someone who is searching frantically for someone in al fresca plaza. When you go to investigate, you see someone crying behind the counter of the Riverfield Jewelry. When you go to talk, she will begin to strangle you, asking strange questions. Keep talking, and you discover that her baby has been eaten by zombies. Ooooof…dead baby aside, keep talking to get Leah to join you. The problem with Leah is she hurt her leg, so letting her walk alone is shere suicide. You can carry her to make the trouble easier, so escort her to the security room for the PP bonus.


10) Out Walkin The Streets
Req: None
Location: Park
Time: 6:00PM Day 1. They will regenerate once every night at the same time if you kill them.
Survivor: Sophie (Blue Room)
Rew: Minor PP boost, mounted gun, PP boost
Desc: Nothing like a little refreshing evening air to clear your mind from the horrid smell inside.
Too bad some guys are gonna make the evening, and the rest of the time in the mall, a little more
difficult for poor Frank. Watch the cutscene and realize how boned you are if you are escorting
people….feelin boned yet? Okay, on we go.


****************Psychopaths – The Convicts****************
Difficulty: 4/10 W/O escorts, 8/10 W/ escorts

If you are strolling alone, these suckers shouldn’t be a hassle to you. You run near a wall, they go
into it, you take em out, easy as pie. HOWEVER, because other people are brought in to the matter
(guaranteed 1 from the first encounter with these guys), it gets more tricky. Remember, if you
don’t kill em, they will be around the park all night, AND day. Theyre an obstacle that shouldn’t be
put up with.

Their arsenal of pain can be wide, from the mounted gun one is using while riding around, the
baseball bat in the passenger seat, or just getting plain ol’ run over. The last one is serious trouble for
escorts. I highly suggest equipping them with weapons and keeping them near the entrance of where
you come from, while you run out and make sure Sophie is okay. If the convicts are first in your
line of vision, its best to deal with them, cuz you know…run over. Even a limpy pistol is a good
tool to use against them, because trees, benches and walls are good to slow them down and give
you time to aim and fire. I highly suggest you off the one with the gun, because when he is down,
you can steal the mounted gun off the car, and mince meat the other two. When they are down, you
can drive around if you feel like it (its an achievement), but if you got people that need to be brought
to the security room (like lil Sophie), do so. Its hard to trust a group alone for 5 seconds, let alone
during boss fight.

BONUS – Saving Sophie will give you a great advantage to Kent’s Photography Challenge if you are
doing it. Take a shot of her in the security room when she’s lying down, and it should be a little over
500-600PP, enough to get you a passing grade.

11) Parasitic Mystery
Req: None
Location: Warehouse
Time: 7:00PM Day 1 onward
Rew: parasitic queen
Desc: watch the cutscene….hm. Short but sweet. Now zombies who look high and try to grope the sky
have queens, which make good grenades in crowds.


12) Out of Control
Req: Answer call from Otis
Location: Rollercoaster platform 2F, Wonderland Plaza
Time: 9:00PM Day 1 till 11:00 AM, Day 2
Survivor: Greg (near Air duct)
Rew: PP boost, great respawnable melee weapons, shortcut to Paradise Plaza
Desc: Otis calls about the rollercoaster in Wonderland Plaza working on overdrive, and asks you
investigate for survivors. Cutscene time! When Frank arrives on the platform, chainsaws begin to be
heard, and he turns to encounter…A clown? Cmon, I thought it was someone dangerous. Clowns,
what a waste of ti—oh god he’s getting closer!

****************Psychopath – Adam the Clown****************
Difficulty: 4/10

First thing’s first; Melee weapons, are out of the picture for this fight. He likes to guard a lot, and can
break weapons with one swing aswell. Those two chainsaws he uses so fluently is another hint you
should keep your ground distance from him. The good news is that the rollercoaster was somehow a
main portion of the mall for the cops to protect, so there’s plenty hanging around with guns you can
snag and use on this clown.

Time your shots. The best portions to attack him are when he uses throwing knives (kinda risky),
laughing, blowing fire, after he does a dreadful spin attack, or when he is blowing up a balloon filled
with god-knows what (shooting the balloon is a nice way to hurt him, and rack on the damage, since
he chokes on his own concoction). Keep this up until he croaks, and hold your stomach to his death
scene. Congrats, you can take his chainsaws as a sign of victory.

BONUS – By now you probly forgot all about the rollercoaster, but the key from Adam should be
enough to remind you to shut it down. When it slows to a halt, Frank finds Greg the janitor alive and
dazed on the ride. As a sign of thanks, he will show you an intriguing little shortcut that will only
work when you save him (nice try cheapscapes). Take him to the security room for the PP bonus.

_________________
Image

The Official, Not Official victor of the 2k9 Psycho Gorilla Awards


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