Dead Rising Walkthrough

Introduction

Intrepid freelance photojournalist Frank West arrives within the military cordon of Willamette, Colorado, in search of a career-making story. Willamette is a little town with a big secret: tens of thousands of zombies, roaming the streets, devouring the few remaining living, and, of course, flocking to the local shopping mall. Trapped in the mall for 72 hours, and surrounded by slavering ghouls, all-too-living lunatics, and an endless loop of muzak, Frank must not only uncover the mysterious origins of the outbreak, but live to tell about it. Luckily, almost everything that isn't nailed down is a weapon, including Frank's own hands and feet. You've got your trusty camera, you've got your wits, and you've got all the knives, swords, guns, chainsaws, baseball bats and lawnmowers you could ask for. But in a mall stuffed to the skylights with the hungry undead, will it be enough?

The Basics

Dead Rising's main story follows Frank West as he tries to unravel the mystery behind the zombie outbreak. Over the course of his 72-hour ordeal, Frank will talk to key figures and fight alongside his few allies. The main story is broken down into cases; between these cases, you'll have the opportunity to rescue survivors, battle homicidal psychos, and take tons of pictures, all of which will earn you Prestige Points, which will in turn allow you to level up. To begin with, Frank is pretty weak, so leveling up as quickly as possible is definitely recommended.

Leveling Up

Frank can reach a maximum level of 50. As you progress through the game, you'll find his speed, health, damage, and item-carrying capacity increasing. Also, Frank will learn or invent a variety of bare-handed attacks and evasions, which will come in handy as he makes his way from case to case. Leveling up is accomplished by earning Prestige Points, or PP. The three major ways to get PP, outside of the main story missions, are by rescuing survivors, defeating psychopaths, and taking those Pulitzer-caliber pictures. Consult the Scoops section to find times, places and strategies for the first two methods.

Photography the Frank West way

Frank's a photojournalist, and he takes a certain professional pride in his picture-taking skills. He's got the eye of an artist, and the reflexes of a gunslinger; put them to use, and gain PP, by taking the best pictures possible. Your batteries won't last forever, so you'll need to make frequent visits to one of the mall's camera shops (listed in the Locations section). Capture events as they happen, or take matters into your own hands and make the news yourself.

Dead Rising classifies Frank's pics according to category and content. There are five possible categories, depending on the dominant element of the picture:

  • Brutality: Violence in the process of being done. You'll have ample opportunity to capture brutality shots during the course of the game, but you need to be quick.
  • Drama: The human interest angle; Frank knows what it takes to sell magazines. Look for dramatic shots when people are at extremes of emotion: rage, terror, heartbreak, joy. OK, mostly rage, terror and heartbreak.
  • Outtake: The lighter side of the zombie apocalypse. Whenever something makes you chuckle, reach for your camera.
  • Horror: You're surrounded by decaying, blood-drenched, cannibalistic monsters. See if you can find some horror.
  • Erotica: Yes, erotica. Keep an eye peeled for the beauty of the female form, before it rots off. Frank's libido is apparently unaffected by the sight of thousands of gore-dripping corpses, or the stench of their decaying flesh. If he ever makes it out of Willamette, Frank needs to seek professional help.

In addition to Frank's ongoing documentation of the outbreak, some locations and events are tagged with PP stickers; if you snap a pic at the right moment, you'll get a substantial bonus. See the Locations section for a complete listing of stationary PP stickers. And, when escorting survivors or battling psychos, always be ready with the camera: when the yellow sticker appears above someone's head, Frank's Pulitzer-senses start tingling.

Items

Luckily for Frank, Willamette Parkview Mall is a fully stocked consumer's paradise. There's food, transportation and weaponry around every corner. Of course, some items are better than others; in a fierce battle for your life, you're probably better off with a shotgun than a shopping cart. But, in a pinch, almost everything in the mall is a potential lifesaver.

Weapons: Once you enter the mall, take a look around you. Chances are there are dozens of potential weapons in view at any moment. Most are makeshift at best, but even these can provide the breathing room necessary to make an escape from a tight situation, or to grab a more effective weapon. A few, though, are legitimate threats to zombie and human enemies alike. Familiarize yourself with the techniques necessary to wield these weapons effectively, and with the places they can be found. Every player will develop his own preferences, but chances are the following weapons will have a place on everyone's short list.

Melee Weapons:

  • Katana Sword: From feudal Japan to Frank's fingertips, the katana is about as trusty a weapon as you'll find in the game, and there's a surprisingly large number of them in this suburban shopping mall. Don't pass up the katana on the awning in Paradise Plaza, accessible from Colombian Roastmasters; it's available from the beginning of the game, and is a true godsend. Go to Ripper's in North Plaza to stock up.
  • Sword: Also found in Ripper's, this medieval implement is less graceful than the katana, but useful enough in its own way. It takes two hands and a significant amount of muscle power to swing this sucker, so don't look to it for speed. If the object is to slice a zombie in half, though, the standard sword's a good bet.
  • Battle-axe: Go to Ned's Knicknackery in the Entrance Plaza to get your hands on this bad boy. Like the sword, it takes a little time to get going, but once it does, you'll find yourself surrounded by a wide radius of flying body parts.
  • Baseball Bat: Bash some heads in the old-fashioned way. There are plenty of sporting goods shops around the mall, so you're rarely very far from a good solid bat. This weapon provides versatility along with raw stopping power: Frank can swing it quickly, or wind up and let loose with a good old all-American home run swing.
  • Pipe: Don't let its plainness and utility fool you; the pipe can be a valuable weapon. Frank swings it very quickly, and it does a respectable amount of damage. You can also throw the pipe into a zombie, impaling him; blood will spray from both ends, and you can snap a picture for good Outtake points. Who wouldn't find that funny? Pipes can be found in hardware stores, and also in random locations around the mall.
  • Hunting Knife: These are distributed pretty liberally around the mall, especially in Paradise Plaza. Look for the zombies in the yellow shirts; they're always carrying knives. The hunting knife is a good quick cutting weapon, though it lacks the range of the axes and swords.
  • Chainsaw: A bit unwieldy, but unmatched in sheer brutality. It takes a second or two to get the motor running, but once the blade starts spinning, there's not much that can stand in Frank's way. Look for chainsaws in hardware stores: McHandy's in Al Fresca Plaza, Crislip's in North Plaza.

Firearms:

  • Handgun: Useful, but not a game-changer. You'll need a head-shot to stop a zombie in one hit, and this can be tough to line up when you're getting jostled from all sides. Handguns are available from the beginning of the game; just knock over one of the cops (you know you want to) and take his. Not all cops have guns, but the ones that do are easy to spot, holding their guns out in front of them as if, even in death, they still think they're Clint Eastwood.
  • Sniper Rifle: Get three of these long-range rifles when you defeat the survivalists in the "Mark of the Sniper" scoop, or stock up at the Huntin' Shack. These can come in handy for certain boss battles, though trying to use them during others will get you stomped fast. Good for precision shooting at a distance, like when you want to trigger an explosion by hitting a propane tank (only works if you mutter "Smile, you son of a bitch" right before you shoot), or just picking off zombies from afar. This is about as fun as it sounds, which is to say, really fun.
  • Submachine Gun: Find these rapid-fire weapons in the fountain at the eastern end of Al Fresca Plaza, on the ledge in Paradise Plaza, and on top of the sign at Chris' Fine Foods in the Food Court. Nothing clears out a knot of zombies from around a helpless survivor more efficiently than the SMG. You get 100 rounds to a clip, and it's very easy to blow through your ammo in a hurry, so don't think your troubles are over as soon as you get this gun.
  • Shotgun: Now we're talking. Who needs accuracy when you've got pure, mutilating power? Take down zombies three and four rows deep with your boom-stick, and have fun doing it. Twenty rounds per gun, and that'll go before you know it, so when you go to the Huntin' Shack to grab a shotgun, take two or three.
  • Special Forces Machine Gun: Only available late in the game. After the special forces soldiers appear, intent on covering up the Willamette incident at all costs, you can kill them to get their guns. Good against zombies, not so hot against the soldiers themselves. You don't need to get into any kind of firefight with them; just get close enough, and lay into them with the best melee weapon you have. And watch out, because they always travel in groups of at least two, and often more.

Boss Weapons:

  • Small Chainsaw: Adam might've been a dribbling, drooling, John-Wayne-Gacy-idolizing psychopath, but the man sure had good taste in weaponry. For speed, power, and sheer zombie-chopping good times, nothing beats the small chainsaw. Grab one literally every time you step foot in Wonderland. No less than three separate books add duration to this weapon's lifespan, and their effects can be stacked, meaning you can make a small chainsaw last for a long, long time. Get this Cadillac of gore, and the Criminal Biography, Engineering, and Entertainment books, and you won't have to worry about stocking up on weapons any time soon.
  • Machete: Cliff bequeaths his apparently infinite supply of machetes to you upon his death, so you can stop into Crislip's any time you're in the area and pick up this useful piece of hardware. As you'd expect, the machete is perfect for hacking through dense resistance, whether in the form of jungle foliage or the grasping limbs of the undead.
  • Cult Sword: Defeat Sean the cult-leader to earn this weapon. Its quicker speed makes this preferable to the normal sword found at Ripper's. Go into theater four at Colby's, where you fought Sean, to pick this weapon up.
  • Meat Cleaver: After you defeat Larry late in the main story, his cleaver becomes available. Designed to hack cleanly through dead flesh, this weapon does not disappoint.
  • Heavy Machine Gun: Plucked from the convicts' jeep in Leisure Park, this huge weapon isn't really meant to be carried, so it can be a bit cumbersome. You can't keep it in your inventory, so bringing it to a specific place with anything like a full 150 rounds can be more complicated than with other weapons: you have to put it down and take something else out every time you need to kill something. Also, unlike most of the other boss weapons, this one doesn't respawn on its own. Instead, the whole jeep, complete with three convicts who look suspiciously like the three you already killed, will show up in Leisure Park again and again, and you'll have to take them out every time you want the heavy machine gun. That being said, this is a hell of a useful weapon, for as long as it lasts. If you can time things right and take one with you to a boss battle, hey: advantage Frank.

Food and Drink: Shopping is the American pastime, and it builds a powerful appetite in the dedicated all-day, every-day consumer. That's why Willamette Parkview is stocked with food and drink aplenty. Food and drink items vary in their effects. Drinks like orange juice, milk, and wine generally restore more health than food; all that running around the mall, chopping up corpses and battling psychos works up a thirst, and dying of dehydration in the middle of a zombie outbreak would be not only tragic, but also really lame. The best places to find health items are restaurants: check the Food Court, the eastern end of Al Fresca Plaza, and the Colombian Roastmasters in Paradise Plaza for a never-ending supply. Food and drink can also be found at random, in boxes, garbage cans, or just strewn around the floor. If you can't get to a restaurant, knock stuff over and keep your eyes peeled for food and drink.

Juices: Frank can prepare a variety of useful concoctions in the mixers found at certain points in the mall. Just bring two food items over to the mixer and put them in one at a time, and a (usually) healthy, invigorating blended juice will pop out. You can also combine two juices to produce another. Juices are useful just in their restorative powers: they heal Frank completely. Below are the different varieties of juice, their colors, their effects, and recipes for making them. Not all recipes are covered, so experiment to find useful mixtures of your own.

  • Energizer---Green: Frank can't take damage while under its influence. You'll need at least one other juice-blend to make this one. Combine either Zombait and Randomizer or Untouchable and raw meat.
  • Nectar---Yellow: Attracts a Queen, which Frank can grab and add to his inventory. Only one Queen per juice, and you need to wait until one wears off before drinking another. Combine two orange juices, or combine an orange juice with a food item.
  • Quickstep---White: Makes Frank move as if his ass were on fire. Combine two milks, or two wines, or a yogurt and ice pops, or (Frank's favorite) wine and uncooked pizza.
  • Randomizer---Black: If your juice pops out black, don't drink it; all you'll get is periodic stomach cramps that stop you in your tracks and make you drop whatever you're carrying. You can use it to make other juices, though. Mix it with Zombait to make Energizer, with Nectar to make Spitfire, with Spitfire to make Untouchable, or with Untouchable to make Zombait.
  • Spitfire---Blue: Lets you spit bullets. Make sure you're not holding a weapon, then aim and fire just like with a gun. Combine two snacks, or two condiments.
  • Untouchable---Red: Frank can't be grabbed by zombies while feeling this juice's effects, though he can still take damage. Combine two pies.
  • Zombait---Purple: Makes zombies want to eat Frank even more than usual. Combine two corns, or an uncooked pizza with a cooked one (cook a pizza by putting it in the oven).

Cases

The main story---Frank's harried attempts to solve the mystery behind the Willamette incident, and expose the facts to the world---is arranged in sections called cases. You'll need to be in certain places at specific times in order to move the story along. Cases are displayed on the watch screen just like scoops. You can set a guide arrow to lead you to the right place. Cases are either blue, yellow or red depending on how much time you have left to complete or initiate them. Cases which don't begin until a specific time will have a faded-out look, indicating that they can't be initiated until later; when the proper time approaches, the color will become bright again. That's your signal to get where you need to be.

Keep an eye on your watch at all times; missing a case means, at the very least, restarting from your last save point. Save with caution; if you save your game at a point from which it's impossible to make it to wherever you have to be for the next case, you'll have to start the game from the beginning, or lose your chance to unravel the mystery. Doing this once or twice early in the game isn't a big deal; it gives you a chance to reach a higher level, since your progress carries over to the new game, and you can go back and rescue survivors or defeat psychopaths you may've missed the first time around. But later in the game, restarting can be frustrating as hell. So again: save with caution. Make sure you can reach the next case in time from where you are.

Introduction

Riding in:

The game gives you a chance to learn the basics of photography while Frank is on his way, via chartered helicopter, to Willamette. It's never too early to start racking up the PP, so snap away.

  1. Get a picture of the man on top of the car, fending off---at least fro a little while---a small crowd of zombies. Brutality points for catching him in the act of a swing; drama for when he flails his arms, desperately trying to signal your helicopter for a rescue (doesn't he know you're the press?); and more brutality for when he inevitably succumbs.
  2. Zoom in on the crowd of zombies surrounding the school bus. Here you'll get a sense of how sheer numbers can add up to solid PP scores.
  3. Be ready when you approach the gas station: there's a big brutality bonus to be had when it blows up. Afterward, snap the staggering, fiery figures that emerge from the flames.
  4. Get a good spread of the woman on the rooftop. Brutality points for capturing her firing her gun at the zombies slowly closing in on her, and for when she runs out of ammo and just chucks it at them. Be ready for much worse: a zombie will grab her, and they'll plummet off the roof together. The world deserves to know about this, and Frank deserves to get paid. This is the last scene in this brief introductory flight, so use up as much of your shots as you can. You'll get a fresh battery when you start the game proper.

Day One---September 19

In the Beginning:

  1. Once you've landed on the helipad, go to Carlito for a brief, ambiguous conversation. Then head through the door.
  2. Look around the security room, your home away from home for the next three days. Press B at the desk to see a brief security-camera scene of a woman being dragged from her car and devoured. Frank's "What in the world?" doesn't really seem to capture the gravity of the situation. That's why he's a photojournalist, not a journalist-journalist.
  3. Go out into the room with the ducts, just beyond the security room. You'll become familiar with this room very soon, but for now, go out the door to your right, down the hall, and into the Entrance Plaza.
  4. Get some good drama shots of the small, frightened group of survivors in the Entrance Plaza. These ordinary men and women from all walks of life have been thrown together by extraordinary circumstances to form a microcosm of America and the world. These will be your friends and allies for the next three days, their interpersonal conflicts and cooperation reflecting society as a whole. Right? Well, no.
  5. Go get something to add to the barricade at the front door. And when the next cut-scene hits, flooding the mall with zombies, try to look surprised.
  6. Grab a weapon and battle your way to the stairs. Don't worry about trying to save anyone; there's nothing you can do.
  7. If you have a chance, snap some pictures of the carnage. Remember, other people's tragedy is Frank West's bread and butter.
  8. Go into the room with the ducts and talk to Otis. He'll give you a map of the mall, and what he calls a "transceiver" (cell phone?)
  9. Go into the opening in the air duct, which is now your only way into and out of the mall, since the door is welded shut.

Case 1-1: A Chance Encounter When you go out onto the rooftop for the first time, you'll meet the first two survivors in need of rescue, though these two really shouldn't need your help.

  1. Talk to Jeff, who's standing near the elevator. He'll tell you his tale of woe, then join you.
  2. Head over to the other side of the rooftop, where you'll find Jeff's wife, Natalie, all the way in the corner.
  3. Jeff should see Natalie on his own; if he's lagging behind, call him with Y.
  4. Be ready with the camera to capture the tearful reunion of the loving, if not particularly bright, couple.
  5. Bring Jeff and Natalie with you back to the duct leading to the security room. You can set a goal marker for them to follow on the concrete stoop where the duct is and explore the rooftop a bit if you want, but don't go in any doors yet.
  6. Go into the duct to collect your first escort bonus. Note: Always make sure all survivors are on the stoop with you before you go into the duct. Otherwise, they'll be left on the rooftop, which will only slow you down.
  7. Go back onto the rooftop via the duct.
  8. Take either the elevator, on the right side of the rooftop, or the door, on the left, down to the warehouse.
  9. Go down the hallway leading to Paradise Plaza to trigger the next cut-scene, and the end of this short tutorial case.

Case 1-2: Backup for Brad (Boss Battle) You've got plenty of time until this one comes due; Brad's in trouble, but apparently not that much trouble. This is a good opportunity to explore the mall a little, and to get some scoops under your belt. When you do decide to do this mission---or when you wander into the Food Court, whichever comes first---you'll find Brad engaged in a fierce gunfight with Carlito, who you met earlier on the rooftop.

  1. Grab some bottles of wine from the bar behind you; you probably won't get through this fight without getting at least a little dinged up.
  2. Run beneath the platform while Carlito's distracted with Brad.
  3. Climb up level with Carlito. There are several spots where you can do this. Look for stacks of boxes or barrels adjacent to higher areas.
  4. Draw a bead on Carlito and start plugging away at him.
  5. Duck back into cover when he returns fire.
  6. If you run low on ammo, work your way closer to Carlito, taking advantage of the many places of good cover between him and you. Get close and pound him with your best melee weapon. The katana, for instance, will take his health-bar right down.
  7. If Carlito runs, chase him, staying close enough to hit him as soon as he stops. Don't let him get too far away after you've started in on him, or you'll have to work your way up to him again.
  8. Remember, there's no shame in a temporary retreat. If your health drops too low, back off and find some food in one of the many stalls in the Food Court. As soon as you've finished off Carlito, the cut-scene leading into the next case will begin.

Case 1-3: An Odd Old Man

  1. Follow Brad out of the Food Court and into Al Fresca Plaza.
  2. If you're in need of a weapon or two, stop in McHandy's Hardware for some pipes or a chainsaw.
  3. Follow Brad through Al Fresca Plaza, up to the doors of Entrance Plaza.
  4. Jump in the fountain and splash around until you find the submachine gun.
  5. Go through the doors into Entrance Plaza.
  6. Walk up to Brad to complete this case.

Case 1-4: A Temporary Agreement

  1. Head back to the security room, retracing your route through Al Fresca Plaza, the Food Court, Leisure Park, and Paradise Plaza.
  2. If it's after 7 PM, you'll have to either avoid or defeat the convicts in the jeep as you cross Leisure Park. See the Scoops section, under Day One, for the whole story.
  3. Go into the security room to complete the case. Now you'll have some time on your hands, so you can run around the mall and do some more scoops before the next case occurs at 6 AM.

Day Two---September 20

Case 2-1: Image in the Monitor

Be at the security room at 6 AM. That's all this case entails.

Case 2-2: Rescue the Professor (Boss Battle)

  1. Go out through the duct to the rooftop, through the warehouse and out into Paradise Park.
  2. If you need to, stock up on food and weapons. A good move would be to go up to Colombian Roastmasters and grab some juice, then take the katana from awning. Grab the submachine gun from the overhang while you're at it.
  3. Go through the doorway into Entrance Plaza. The gate which formerly divided the two areas is now up, and will remain that way for the rest of the game, making getting around the mall a lot simpler.
  4. Go upstairs to the second floor, where Carlito is once again shooting it out with Brad. This time Carlito has a more powerful gun, and explosives too, so he's significantly more dangerous than the first time you fought him.
  5. Get into position and fire on Carlito if you have a gun. You can use a melee weapon too, but it'll take some more finesse to beat Carlito.
  6. Approaching Carlito can be difficult; work your way up to him, hiding behind pillars when he turns his gun on you.
  7. Slash at him with everything you've got. The quicker you can beat Carlito, the less danger there'll be of him shooting you down from afar.
  8. Watch out when you're close the Carlito; he'll swing his gun, bashing you over the head with it.
  9. Don't follow too close behind Carlito if he runs away; he drops explosives behind him, and these are difficult to avoid in the relatively narrow confines of the second-floor walkway.
  10. Keep shooting and slashing until Carlito goes down, triggering the next cut-scene.

Case 2-3: Medicine Run (Boss Battle)

  1. Pick up food and weapons as needed. Your next destination is right next to Ripper's Blades in North Plaza, so this would be a good place to duck into on your way.
  2. Go to Seon's Food & Stuff, the supermarket in North Plaza. The place is deserted, or so it seems.
  3. Head to the back of the store, to the door leading to the pharmacy.
  4. When Steven the deranged supermarket manager appears, get away from him as fast as you can. His shopping cart's as dangerous as it looks, and he's got a shotgun too.
  5. Climb up onto the top of the shelves; you can use this high ground to move in a way Steven can't.
  6. Jump from shelf to shelf, making sure to pull yourself up as quickly as possible.
  7. Stay out of Steven's line of fire. If he gets the shotgun out, put something between you and it.
  8. Get a sense of Steven's patterns and reaction times. He's dangerous if he catches you out in the open, so timing will be important.
  9. Get behind Steven by dropping down from the shelf. If he turns on you, be prepared to scurry back up to the relative safety of the shelves.
  10. When you get a chance, slash at Steven with a good melee weapon, or unload on him with a gun. You don't want to get into a firefight with him while he's looking at you; his shotgun is not to be toyed with.
  11. Repeatedly attack Steven and retreat, how ever many times it takes.
  12. Remember that you're in a supermarket, so you're surrounded by healing items. Just be careful when you grab and use these; be sure to put enough space and intervening objects between Steven and yourself to allow you to finish your snack without being attacked.
  13. When you've finished off Steven, go back to the pharmacy door.
  14. Go into the pharmacy and pick up the medicine.
  15. Head back to the security room, where Brad's waiting for his meds.

Case 3-1

This is another case that's really more of an appointment. Just be at the security room at 11 AM. After the cut-scene, you'll have until 3 PM to do whatever you need to do.

Case 4-1: Another Source

Be in the security room at 3 PM to trigger this case.

Case 4-2: Girl Hunting

  1. Head to the western end of North Plaza, outside Seon's.
  2. Pick up some guns on the way. What comes next will be much easier if you have an ample supply of firearms. Get the submachine gun from Paradise Plaza, and/or the one from the Al Fresca fountain. A stop at the Huntin' Shack wouldn't be a bad idea at this point. Pick up some sniper rifles there.
  3. Arrive at the area outside Seon's to trigger a cut-scene.
  4. Get away from Isabela, who will do her damndest to run you down with her motorcycle. Scrambling up onto the scaffolding here is a temporary solution only, as Isabella can take her bike up the ramp to get you.
  5. Find an elevated position which isn't accessible by ramp. There are dumpsters in the area, for example, which you can climb onto but which Isabella can't reach, since she refuses to get off her hog.
  6. Use whatever guns you have to shoot her. She'll ride back and forth, trying to get at you, sometimes going around a corner and disappearing from view. Don't worry, she'll be back.
  7. Keep shooting. Be patient, and eventually you'll wear her down. Melee weapons really aren't suited for this fight; Isabela is faster and stronger than you on her bike, and she'll flatten you if you give her a chance. As long as you stay high and dry, you should be fine.
  8. Head back to the security room.

Day Three---September 21

Case 5-1: A Promise to Isabela

  1. Go to the North Plaza when it starts to get near midnight.
  2. Use your guide arrow to find the right empty store among North Plaza's many such places.
  3. Be at the appointed place at the appointed time.
  4. Save Isabela, who's back in her damsel-in-distress mode. She seemed pretty badass when she was trying to run you down with her chopper, but now she can't even handle a single zombie on her own.
  5. Talk to Isabela and get her to join you.

Case 5-2: Transporting Isabela

  1. Put Isabela on your back and head out of the empty store.
  2. Ignore Cralito's frantic ravings over the loudspeakers.
  3. Hang a left as you come out of the store.
  4. Look for Kindell, a survivor, in the hall near the empty store. Follow the sound of shotgun blasts.
  5. Put Isabela down and talk to Kindell until he joins you.
  6. Keep and eye on Isabela, now and for the rest of the case. If she dies, so do your chances of unraveling the mystery.
  7. Once Kindell has joined, pick up Isabela again and head for the security room.
  8. Watch out if you're walking in front of Kindell. He's a bit free with the shotgun, and if you're too close to the zombie he's chosen to take out, you might get some shot in your back for your troubles. You may decide to take the gun away from Kindell. That's fine, just make sure you give him another weapon with which he can defend himself.
  9. Don't despair if Kindell happens to go down. He probably won't---he's a good fighter---but if he does, it's not the end of the world, or the game. He's just another survivor; Isabela is the main concern here.
  10. Get Isabela back to the security room to finish the case.

Case 6-1: Santa Cabeza

  1. Be in the security room at the right time to trigger this single cut-scene case.
  2. Now you should have some more time on your hands. Use it to pick up whatever scoops you want to do.
  3. Stock up while you're running around the mall. Your next task is going to be kind of hectic. Get plenty of weapons, and if you see any queens, grab these, too. They'll come in handy. Get some healing items, and if you have time to mix up some juices, do this too. Untouchable would be good to have, as would Quickstep, and of course Energizer.

Case 7-1: Last Resort

  1. Go to the security room when Carlito gets back on the loudspeakers.
  2. You should also get a call from Otis, letting you know the case is starting and you need to get back.

Case 7-2: Bomb Collector (Boss Battle)

  1. Head for the maintenance tunnels.
  2. If you haven't stocked up fully, do so now, but be quick. Time is a factor in this case.
  3. Follow your guide arrow to the tunnel entrance, along the wall on the western side of Leisure Park, between Wonderland and North plazas.
  4. Go down the narrow alley, to the parking lot.
  5. Hop on the motorcycle. You can get in the convertible and tool around the parking lot for a little while, crushing all the zombies there, but you won't be able to take the car down into the tunnels. The passage is blocked, though it doesn't look that way. Once you move into the passage, you'll get a load-screen, and concrete barriers will magically appear in your path. So, take the bike.
  6. Thread your way through the narrow opening between the barriers.
  7. Take a left at the junction with the tunnels, ignoring the guide arrow for the time being.
  8. Careful on the bike. You need to move fast, but not so fast that you lose control and go flying.
  9. Go all the way down this tunnel, until you come to a place with two trucks.
  10. Jump off your bike and open the back of the truck whose headlights aren't on.
  11. Grab the bomb in the back of the truck. One down, four to go.
  12. Get in the other truck. Your bike's probably banged up by now, and you need fresh wheels. The truck is slow and not very maneuverable, especially compared to the motorcycle, and its brakes are shot; it takes about a week and a half to stop the thing. But you've got to take what you can get.
  13. Start following the guide arrow. It'll lead you around the sometimes confusing complex of tunnels running beneath the mall, to the remaining four bombs.
  14. Keep an eye on the map (by pressing the Back button) to make sure you're heading in the right direction. Check it frequently, for the rest of this case. The guide arrow can be a bit vague at times, so it's best to figure out what it's trying to tell you.
  15. Battle Carlito when he shows up in his truck. He'll dog you the whole way if you don't stop him. It's best to take him out so you can concentrate on the task at hand.
  16. Try to maneuver Carlito's truck into a corner, or pin it up against a wall with your own.
  17. Hop out of the truck.
  18. Use a gun or a good melee weapon to take Carlito out. He'll probably extricate himself from whatever situation you were able to put him in, and he'll be driving around, trying to run you down like a damn dog, so dodge and weave as necessary.
  19. Be careful of Carlito's explosives, which he tosses out the window at you. These pack a punch, and will throw you God knows where, possibly into a pack of zombies that'll cut down your options when Carlito comes in for another pass.
  20. When Carlito drives by you and smashes into a wall, this is your time to strike. Take aim and fire on him with everything you've got, or run up and hack away with your best melee weapon.
  21. Carlito may drive off, but don't worry, he won't be gone for long. Be prepared to take him on again when he comes back.
  22. When you've finished off Carlito, proceed with gathering up the bombs. Remember, you're on the clock.
  23. Drive your truck for as long as it lasts. Chances are this won't be for the whole case.
  24. Get out and walk if your truck gives out on you. This is where whatever weapons, queens and juices you've brought will come in handy. The tunnels are absolutely packed with zombies.
  25. If you see a vehicle, by all means hop in and ride, but otherwise proceed on foot. This case can be done by a pedestrian, as long as you move fast.
  26. While you're down here, if you have time, pick up the maintenance tunnel key, which is located in the small room in the center of the tunnel complex. This will allow you to move freely between the tunnels and the mall directly above.
  27. Locate and take all the bombs. They're all in the backs of trucks, and their locations are shown with question marks on the map.
  28. Once you've got all the bombs, head back out into the world above.

NOTE: This is a chance for one of the game's six alternate endings. Fail to find all the bombs in time, and you'll get the worst ending available. Just don't save, unless you want to start all over again.

Case 8-1: Jamming Device

Be at the security room on time, and watch the cut-scene.

Case 8-2: Hideout

  1. Meet Isabela out on the rooftop. She's back to her feisty self, and she wants to take you to Carlito's hideout in North Plaza.
  2. Talk to Isabela, and then get moving.
  3. Take out the zombies in the elevator, then ride down to the warehouse.
  4. Follow Isabela out into Paradise Plaza.
  5. Defend Isabela. Take out the zombies around her as you make your way to the hideout.
  6. Follow Isabela to the doors, and go out into Leisure Park.
  7. Go across Leisure Park, to the North Plaza entrance, defending Isabela as you go.
  8. Go through the doors into North Plaza.
  9. Follow Isabela to the hideout, which is in one of the empty stores lining the narrow hallway leading to the Huntin' Shack.
  10. Climb up on the stack of boxes and enter the hideout.
  11. Approach Isabela to trigger the cut-scene that ends this case.

Case 8-3: Jessie's Discovery

  1. Go back to the security room and see what Jessie has to show you.
  2. Don't get distracted on your way. The clock is tick-tick-ticking like crazy at this point.

Case 8-4: The Butcher (Boss Battle)

  1. Grab some food and weapons on your way out of Paradise Plaza, but do it quickly.
  2. Go out into Leisure Park and head for the alley lading to the maintenance tunnels.
  3. Take the car from the parking lot---the barriers in the tunnel entrance have been removed at this point---and drive down into the tunnels.
  4. Take a left, and go straight until you reach the dead end where the first bomb was located.
  5. Go through the double doors, into the lair of the butcher.
  6. Following the cut-scene, you'll get a free hit on Larry before he realizes you're not actually interested in buying a nice cut of Carlito steak. Make it count: hit him with your best melee weapon.
  7. Once the battle is joined, use guns to take down Larry from a distance, or fast, damaging melee weapons at close range; or, a combination of the two.
  8. Watch out for Larry's meat cleaver when you're in close.
  9. Avoid his throwing knives, and the hunks of beef (I hope that's beef) he picks up and throws.
  10. By now, Frank's used to taking down psychos. Be patient, pick your spots, etc.
  11. When you've defeated Larry, be sure to pick up his meat cleaver, a good, fast zombie-cutting tool.
  12. Weep, weep for poor Carlito.
  13. Head back into the tunnels, and out into the parking lot.
  14. Get to Carlito's hideout and meet up with Isabela before 10 PM.

The Facts

Now that Frank has discovered the causes of the zombie outbreak, he must stay alive long enough to tell the world. That job gets tougher when the military arrives, intent on covering up the incident at all costs. They have orders to shoot Frank on sight. If they take your health down all the way, you'll find yourself tied up and stripped to the draws. You'll lose time before you're able to escape, and too many captures may mean you miss the helicopter.

  1. Go to the security room, and watch the military swoop down on the mall.
  2. Spend the next hours however you want. Just be aware that, wherever you go, you're likely to run into a significant number of special forces soldiers.
  3. To defeat the soldiers, get close to them as quickly as you can and whale away on them with a good melee weapon. It shouldn't take more than a few swipes to take them down. Don't get into a gunfight with them; they've got bulletproof body armor, and you don't.
  4. Make sure you meet Isabela at Carlito's hideout by 10 AM.
  5. Leave the hideout and make for the helipad. You have an appointment to keep. Your hellish experience is over; you're about to get rescued and become the world's richest freelance photojournalist. Right? Well, no.

Overtime

The Cure:

  1. Sit through the credits, then get ready for overtime.
  2. If you did all the cases and made it to the helipad on time, you'll unlock overtime mode. Watch the cut-scene to find out how the situation that didn't look like it could get any crappier just got a whole lot crappier.
  3. Go get the items Isabela needs to make her homemade chemistry set. The locations of the items, shown as question marks on the map, form a rough circuit of the mall. There's no correct or incorrect order you need to follow, except that there's no reason to go to any one area of the mall more than once. Follow these steps, do them backwards, or come up with an order that works for you. It really doesn't matter. There's no rush to this mission; you have a whole 24 hours before Frank finds out how the other half lives.
  4. Go to Paradise Plaza, to the second floor of SporTrance. Here you'll find the Cold Spray.
  5. Go across the hall to Colombian Roastmasters, and grab the Mixer. You can use one of the mixers from another part of the mall (Food Court, Al Fresca Plaza), but there's no reason to, since this one's right here.
  6. Stop in at Cam's Camera, and look behind the counter for the Developing Solution.
  7. Go up to the security room, and get the Coffee Filters off the desk.
  8. Leave Paradise Plaza for Entrance Plaza.
  9. Go down to Sports High, where you'll find the Camp Stove.
  10. Go upstairs and all the way to the other end of the plaza, to Estelle's Fine-lady Cosmetics. Get the Perfume Bottle here.
  11. Leave Entrance Plaza and enter Al Fresca Plaza. Get the Mixer at the Colombian Roastmasters here if you didn't already get it from the one in Paradise Plaza.
  12. Go through Al Fresca Plaza into the Food Court. Here's another chance to grab the Mixer if you don't already have it.
  13. Go into Wonderland Plaza, to Wonder Jewels, where you'll find the Magnifying Glass.
  14. Go back into North Plaza, up to Seon's Food & Stuff.
  15. The First Aid Kit is in the pharmacy at the back of the supermarket.
  16. Head through North Plaza, back to the hideout.
  17. Give all this stuff to Isabela.
  18. Go out and find the Generator right next to the clock tower in Leisure Park.
  19. Bring it back to Isabela.
  20. Sit back and relax. No. You're still not done.
  21. Head out in search of 10 queens. The mall's zombie population has been devastated by the special forces, but don't worry, there are still plenty of undead beneath the mall, in the maintenance tunnels.
  22. Go down into the tunnels, either via the doors in the mall, or the alleyway off of Leisure Park.
  23. Start chopping. You shouldn't have too much trouble finding enough queens; they're everywhere. Look for the telltale puppet-master movements; if a queen-infested zombie happens to be in the frame when you take a picture, it'll show up as an outtake, which is another good way to locate queens quickly.
  24. IMPORTANT: Gather food and weapons before you report back to Isabela with the 10th queen. If this means making several trips to get them all back to the hideout, then do it. You won't have another chance to get items before you leave the mall for good.
  25. When you've gotten all the food and weapons you can carry, bring the last queen back to the hideout and get yourself cured.

The Escape:

  1. Join hands with Isabela. The pheromone she's created will keep the zombies away.
  2. Go down the stairs and over to the gate blocking your path.
  3. Find the small gated side-tunnel on the wall to the left.
  4. Open the small gate, and hold it for Isabela.
  5. While you're waiting for Isabela to reappear on the other side of the main gate, defend yourself from the zombies on your side.
  6. When Isabela opens the gate to let you through, grab her hand again and move on.
  7. At the second gate, find the small door set in the gate itself, open this, and keep moving.
  8. At the third gate, repeat the procedure you used to get through the first.
  9. After the cut-scene, carry Isabela to the fourth and final gate.
  10. Find and ascend the stairway to your left.
  11. Pull the lever at the top of the stairs, opening the gate.
  12. Pick up Isabela again and go back down the stairs.
  13. Run through the gate and up to the jeep parked outside. You can stop to fight the special forces soldiers and zombies in the area if you want, but you shouldn't have to. Just run for the jeep.
  14. Get in the jeep and drive off, triggering the next cut-scene.

The Last Battle, Part One:

  1. Shoot whichever section of the tank displays the little green lights. These will appear on top of the turret, and at the sides of the front end, above the tread.
  2. Make the turret your first priority. If you don't put enough bullets into it while the light's on, the tank's main gun, its most devastating weapon, will fire on the jeep.
  3. Watch for the red laser projecting from the turret, signaling that the gun is preparing to fire. Concentrate the jeep's gun on the turret.
  4. When the tank releases the small copters, take them out as quickly as you can. They'll keep pace with you, firing on the jeep, until you knock them down.
  5. Shoot the missiles out of the air when the tank fires them at you. They don't do as much damage as the main gun, but if too many of them make it through, you'll be toast.
  6. Be patient. It'll take some time to wear down the tank's considerable armor. Keep firing on whichever area is vulnerable, especially the turret, until the tank's health is gone.
  7. Be fast, and be accurate. The tank speeds up the firing of its various weapons as you go along, so you'll have to adjust quickly.

The Last Battle, Part Two:

  1. Take on Brock, the final boss in the game. You'll have only your unarmed fighting moves at this point, so you'll need to make every hit count.
  2. Stick and move. Brock can do significant damage if he grabs you, so stay clear when he's attacking.
  3. Move in when Brock's vulnerable, and hit him as hard as you can. Use kicks and punches to gradually wear down his health.
  4. Switch levels frequently to keep Brock off balance. He'll come after you when you move from the tank's turret to its body, leaving himself open to attack.
  5. If you fall off the tank, don't panic. You'll be in the middle of a crowd of zombies, but that's nothing Frank hasn't gotten used to over the past three or four days.
  6. Fight your way back to the tank if you fall off, and resume the battle with Brock.
  7. Keep fighting. Brock's no pushover, but with patience and persistence, you can take him down.
  8. Defeat Brock to clear the way for your escape and finish Dead Rising.

Scoops

Dead Rising's many side missions are called scoops (Frank just can't stop thinking like a reporter). Some scoops involve saving innocent survivors trapped in the mall; some involve fighting homicidal psychopaths whose minds have been shattered by the horrors they've witnessed (though most of them were probably jerks to begin with); and some scoops combine the two, giving you a chance to really rack up the PP. It's a good idea to complete as many scoops as you can, but not at the expense of the main story missions; remember, if you let too much time pass, you'll miss your chance to unravel the mystery behind the Willamette incident.

Survivors must be escorted to the security room, the only place in the mall to offer a modicum of safety. When leading survivors, the Y button is key. Use it on its own to call for the survivors to follow you, and in conjunction with the right trigger to mark a goal for them to get to, and stay at, on their own. Some survivors can be armed, some can hold hands with Frank, and some are injured and need to be supported. When escorting survivors, improvisation is important; you need to think on your feet, and judge your best course of action based on the situation. But there are a few things to keep in mind. When arming survivors, it's OK to give them a weapon that's close to breaking or almost out of ammo; the weapon won't wear down when wielded by a survivor. This is a good way to get the most out of a weapon. However, be aware that survivors will usually be terrified to the point of panic or beyond, and won't necessarily hesitate to pull the trigger just because their buddy Frank happens to be in the line of fire. Use discretion when handing out weapons, especially firearms. Also, remember that you can give survivors healing items as well as weapons. If your group is getting hit hard, a pit stop may not be a bad idea.

Below is a chronological list of all the side missions in the game. Otis, the mall's friendly janitor, will call you periodically to let you know about some strange goings-on he's noticed in the security monitors, or to tell you that a terrified, injured woman is holed up somewhere, surrounded by flesh-eating ghouls, and you're her only hope of survival (thanks for the pressure, Otis). Each scoop lasts for only a limited amount of time; this can be anywhere from minutes to hours, depending on the particular scoop. To set a guide arrow directing you to a scoop, press left on the direction pad to bring up the watch screen, and select the mission you want (missions with a lot of time left are blue, those with a medium amount are yellow, and those about to run out are red). You can also set a guide arrow from the map screen. Not all scoops will be announced first by a call from Otis. Some are secret, so keep your ears sharp for the sounds of a helpless survivor nearby.

NOTE: Sometimes Otis won't call to tell you about a scoop if you happen to be in the same area of the mall (Paradise Plaza, Wonderland Plaza, etc.) as the location of the scoop. He doesn't want to make this too easy for you. If the time for the scoop has come and gone and Otis hasn't called, leave the area, and you should get a call in a few seconds. Also, Otis won't tell you about a scoop if you're standing there with him, or even if you're out on the rooftop. He's shy, or he just loves using his precious "transceiver" too much. This is why you might sometimes get a barrage of calls as soon as you enter the warehouse.

Day One---September 19

Secret Scoop: Day One, Afternoon; In the Closet, North Plaza

On the second floor of North Plaza, you'll find a man named Bill in the clothing store called In the Closet. A good time to rescue him is when you follow Brad into the plaza to talk to the professor at the bookstore during the case "An Odd Old Man." Talk to Bill and get him to join you. When trying to rescue survivors, always wait until the big blue words "So-And-So Has Joined" flash on the screen. You may think you've reached an understanding, but until the survivor joins you, they won't listen to you, or follow you to safety.

"Cut From the Same Cloth"

From: 2 PM

At: Paradise Plaza; Colombian Roastmasters

Another photographer is at large in the mall. His name's Kent. He's an ass. Make contact with Kent, and he'll take you through a tutorial on the use of your camera. Snap pictures of Kent (he's his own favorite subject) as he poses, fights zombies, and makes stupid comments. This is a good chance to get into the picture-taking aspect of the game.

"Photo Challenge"

From: The completion of the previous scoop

At: Paradise Plaza

Your new pal Kent, burning with professional jealousy, challenges you to capture an image more violent, moving, or stimulating than his best picture. That means getting a shot worth at least 700 PP in Erotica. The game gives you plenty of time for this mission, so there's no need to go charging off on it immediately. Master your photography skills as you move through the game; pretty soon you'll find that getting 700 PP out of a single shot is not an impossible task. The prospect of rubbing your superior skills in Kent's face should be all the motivation you need. Be at Colombian Roastmasters, or in the general area, at noon on day two to show Kent your shot. You won't be able to do this until noon, so don't get confused if you try to meet up with Kent before that and he's not there.

"Barricade Pair"

From: 4 PM

At: Al Fresca Plaza; Weber's Garments

Two guys have barricaded themselves in the store. You'll need to pick up the miscellaneous objects blocking the door and throw them out of the way to get in. Burt, the leader of the pair, will see you as an enemy at first, and attack you as soon as you enter the store. A little of his own medicine will make him see things your way: smack him around until he's ready to talk. His buddy Aaron, being the follower that he is, will join you as soon as Burt does. There's some food in the store; distribute this as needed (Burt in particular may need a health boost, after the beating you handed him). Then make sure Burt and Aaron are armed.

"A Mother's Lament"

From: 5 PM

At: Al Fresca Plaza; Riverside Jewelry

Leah's having a bad day; show her your sensitive side by listening to her sad story, and eventually she'll join you. Call her out from behind the counter where she's been hiding. She'll hop the counter on her own, but after that you'll have to support her; her leg's hurt, and without you she'll move about as fast as a nice rare steak (which is what she'll be if you leave her to her own devices).

Secret Scoop: Day One, 7 PM; Leisure Park (Boss Battle)

If you go outside after dark on the first day---which you probably will---you'll run into three convicts riding around Leisure Park in a jeep. They're chasing a girl named Sophie. Frank just wouldn't be Frank if he didn't step in. Run over to Sophie and talk to her; it won't take much convincing to get her to follow you. If you're lucky, the convicts will get hung up on a tree or something, and you'll be able to make it the doors of Paradise Plaza. If not, you'll have to fight or evade them. Unless you're already at a high level, you probably don't want to mess with these guys early in the game, especially if you're leading a group of survivors; while you're duking it out with the convicts, chances are your survivors will be getting devoured by zombies. Evade the convicts by keeping as many trees as possible between them and you. they have a tough time getting around obstacles, and they can't shoot you if they can't see you. Then, when there are no more trees, make a mad dash for the doors.

Whether you run away from the convicts or fight and defeat them, they'll reappear each time you enter Leisure Park from now on. Sooner or later you'll want to fight them, if only to get your hands on their sweet heavy machine gun. Use the same general tactics in fighting them as you did in running away: keep obstacles between them and you, and be ready to dodge at a moment's notice. Shoot them with a shotgun or submachine gun from afar, or move in with a good, fast melee weapon. You'll have to take out all three of them individually. Start with the guy on the machine gun, since he won't be replaced if he's killed. Then move on to the driver, and finally, the guy in the passenger seat. Again, this isn't recommended if Frank hasn't leveled up much yet.

"Out of Control" (Boss Battle)

From: 9 PM

At: Wonderland Plaza; Space Rider

Though this scoop is optional, you're going to want to complete it. Aside from the substantial PP bonus, you'll be rewarded with not only one of the best weapons in the game, but also a secret shortcut between Wonderland and Paradise plazas which will help significantly as you progress through the game.

Otis wants to know why the Space Rider roller coaster in the center of Wonderland Plaza is running. The answer: a homicidal clown, who's lost his mind after seeing what the zombies did to his beloved kids. Adam the clown wields the skills of an acrobat, throwing knives, balloons filled with poison gas, and not one but two deadly little chainsaws. To defeat him, you'll want some guns. (There are several cops near the stairs outside the bookstore; if you don't have a firearm, get a handgun or two---or four---from these before initiating the battle by trying to turn off the ride.) When Adam starts to inflate his poison balloon, draw a bead on him quickly and shoot the balloon out of his mouth; he'll get the poison intended for you, and you'll have a chance for another shot or two before he recovers. At any other time, Adam will deflect your bullets with his chainsaws (this is first-year stuff at clown college). Stay away from him, and be ready to move when he goes into one of his death twirls. Be patient, and wait for the balloons; it shouldn't take too many shots to put him down.

After Adam's bloody demise, you'll be able to use his small chainsaw, a weapon whose combination of speed and power makes it one of the most useful items in the game. This appears every time you enter Wonderland Plaza (look for it at the top of the stairs leading to the Space Rider). You can stock as many of them as you have room for, so don't hesitate to pick one up every time you're in the area. And make sure to shut the ride off after defeating Adam. You'll free a guy named Doug, who will lead you to a secret passage, and who you can then escort back to the security room. This shortcut will help immeasurably when you're rescuing survivors. You can bring them right from Wonderland to Paradise Plaza.

"Japanese Tourists"

From: 10 PM

At: Wonderland Plaza; Sir Book-a-lot

As if your life wasn't complicated enough, the two survivors in the book store don't speak a word of English. Luckily, there's a Japanese phrasebook on the floor behind the cash register. Pick it up, and you'll instantly be able to communicate with Shinji and Yuu. After you talk to them, they'll chat among themselves (while Frank listens for his name), and eventually they'll decide to join you. If you have some extra weapons, arm these guys up, then head back to the security room. If you haven't already, pick up the criminal biography book while you're here. It's one of the more useful books in the game, letting you keep edged weapons three times as long as normal.

"Shadow of the North Plaza"

From: 11 PM

At: North Plaza; vacant store

A man named David is hiding in an abandoned store, which you'll probably want to use the guide arrow to locate. Let him talk for a while about the bad stuff happening at the supermarket (foreshadowing!), and eventually he'll join you. You'll need to support him on the way back to the security room.

Secret Scoop: Huntin' Shack, North Plaza (Boss Battle)

The first time you enter this endless source of firearms, you'll have to fight its owner, Cletus. He's a tough one. he stays behind his counter, laying down a withering stream of shot. Hide behind one of the display racks until he has to reload, then rush in. Hop the counter, and hit him with your best melee weapon, then get out of there and back behind cover. If he catches you, he'll pick you up and fling you back into the line of fire. Keep running in and withdrawing until you wear him down. After you defeat Cletus, the Huntin' Shack and its trove of guns is all yours; at least for a while. See Day Three for tips on dealing with the Huntin' Shack's other inhabitants.

Day Two---September 20

"Lovers"

From: 7 AM

At: Wonderland Plaza; Run Like the Wind

In the shoe store near the entrance to the spaceship ride, you'll find Ross and Tanya. Ross is too injured to travel, and Tanya refuses to leave him behind. The couple is in despair; as you try to get them to join you, Ross will ask you for a gun. DON'T give it to him, unless you think the wall behind him could use a fresh coat of brains. Keep prodding them, and eventually they'll join. You'll need to support Ross, but Tanya can handle herself. Give her a weapon, and head back to the security room.

"The Hatchet Man" (Boss Battle)

From: 8 AM

At: North Plaza; Crislip's Home Saloon

A zombie outbreak can be a stressful situation, especially for those whose sanity is hanging by a thread. Cliff is a veteran of the Vietnam War. Though his body's been stateside for years, his mind never really made it out if the jungle. There's no reasoning with this guy; you'll have to stop him, before he adds Frank to his grisly trophies.

Cliff obviously learned a lot in The Nam. He's a master of striking and withdrawing, using speed, stealth and a system of tunnels to appear and disappear at will. You'll have to be fast to defeat him. Stick to the high ground whenever possible, and if you brought a gun, use it. You'll need to get close to do significant damage, though, and Cliff's size and strength make this a dangerous prospect. Stick and move, using your most damaging weapons. The store is filled with potential weapons, including powerful two-handed chainsaws, but it's best to bring some good sharp blades of your own. And don't forget some healing items; chances are, you'll need them.

After you've felled Cliff, take the empty store key and use it to unlock the empty store. Inside, you'll meet Josh, Rich and Barbara, who are waiting patiently to be rescued. Talk to one of them to get them to join you. Arm them, then get them to safety. Inside this store, you'll also find the survival book, which will increase the effectiveness of healing items by 100%, and the wrestling book, which will provide a boost in the power of your bare-handed attacks.

"The Coward"

From: 9 AM

At: Al Fresca Plaza; McHandy's Hardware Store

Look for Gordon, huddled in the fetal position at the back of the store, awaiting death in pretty much the most undignified manner possible. Frank just needs to exert his will on the broken man; a swift kick or two should do the job. Hey, it's for his own good. You can arm Gordon, though whether or not he's earned a weapon is another matter.

Secret Scoop: Day Two, Late Morning; Child's Play, Paradise Plaza

If you enter Paradise Plaza in the late morning/early afternoon of the 20th, you should find two ladies in need of assistance in the same area, around the toy store Child's Play. Pamela's in the worse danger; she's somehow gotten herself stuck in on of the shallow pools that line the plaza, and now it's packed with zombies. Go and help her first, and get her to join. Then get into Child's Play, either by going in the door or simply by smashing the glass. Talk to Heather, and convince her to join. It shouldn't be too tough to get them to safety, since the warehouse door is just down the plaza.

"Restaurant Man"

From: 11 AM

At: Paradise Plaza; Jill's Sandwiches

Surrounded by walking cadavers and in imminent danger of agonizing death, Ronald's main concern is food. You'll find him in the sandwich shop, which he's obviously cleaned out himself, lamenting his empty belly (though it definitely doesn't look empty). Bring some food with you on your way to this scoop, or you'll have to go get some before Ronald will join. Doesn't matter what kind of food; if used diapers were items, he'd probably take those. After you've fed Ronald's fat face and convinced him there's more food back at the security room, he'll follow you.

NOTE: If you save Ronald, the fat mess will start making trouble in the security room. Otis will call you later, telling you Ronald is worried about the low food supply (it wasn't low until you brought Ronald back). Go get some food and bring it back to stop a potential mutiny among the survivors. Again, any kind of food will do. Makes you wish they'd included "bag of thumbtacks" as a health item, or "live crickets."

"Above the Law" (Boss Battle)

From: 1 PM

At: Wonderland Plaza; Lovely Fashion House

Something's going on in in the Fashion House, and there's nothing lovely about it. Jo, a fat female security guard, has seized the zombie outbreak as a chance to bring all her most depraved fantasies to life, and it's up to Frank to put a stop to it. Guns will be virtually useless against the surprisingly quick Jo; you'll want to bring a good melee weapon to this fight. Stick and move, staying clear of Jo's stun gun; if she hits you with it, you'll be immobilized for a time, giving her the chance to land a crushing low blow. Once you've dispatched the brawny Jo, untie her four helpless captives and get them to safety.

Secret Scoop: Afternoon, Day Two; Giant Rabbit Statue, Wonderland Plaza

Find two people in desperate circumstances at the south end of Wonderland sometime this afternoon or evening. Nick and Sally are dangling for their lives from the giant pink rabbit, above a mass of zombies. Wade into the ghouls; if you need to, run up and grab a small chainsaw from the Space Rider entrance (assuming you defeated Adam in the "Out of Control" scoop), and a copy of the criminal biography book while you're at it. Taking these zombies out will entail some serious wear and tear on whatever weapon you use. A queen would be useful here, though even that won't take down all the zombies.

Once you've cleaned out the area around the base of the rabbit, you need to get the two hapless survivors down. That's easy enough: if you have a gun, shoot them, and if not, chuck something at them. Seriously. It's the only way. Talk to them and they'll join you. Give them weapons and be on your way.

"Mark of the Sniper" (Boss Battle)

From: 4 PM

At: Entrance Plaza; Estelle's Fine-lady Cosmetics

Going into the Entrance Plaza will trigger a cutscene involving a family of survivalists who've decided to use Frank for target practice. There are three of these rabid NRA members, and you'll have to take them down one by one. Use a gun of your own, or chase them down and lay into them with a melee weapon. Either way, once they split up, try to keep yourself screened from the two you're not dealing with at the moment; there are plenty of pillars on the second floor, and if you can isolate one of your enemies in a store, even better. When you've dispatched one of them, you'll get his sniper rifle, not a bad weapon to have. Use the rifle, or keep doing what you did to the first survivalist, to take down the other two. Then go talk to Wayne in Estelle's Cosmetics. Arm him, and head back to the security room.

"The Woman Who Didn't Make it"

From: 5 PM

At: Entrance Plaza; Gramma's Kids

Jolie has gone all to pieces, weeping for her lost friend Rachel; prematurely, it turns out, as Rachel is just fine, upstairs in Ladies' Space. Reunite the two by bringing Jolie up to Rachel, then get them back to safety. Jolie won't join right away. After a few exchanges with her, leave the store. She'll run after you.

"Antique Lover"

From: 5 PM

At: Entrance Plaza; Ned's Knicknackery

Like so many of the survivors you'll meet in Dead Rising, Floyd has given up hope, but at least he's not all noisy about it. He just wants to be left alone to be devoured in peace among his beloved antiques. It'll take some talking before Floyd will agree to come with you; in the meantime, amuse yourself by smashing up the place. One of the game's more out-of-place weapons is found in this store: a huge battle-axe which, though not the most practical weapon in the world, certainly has its uses. When Floyd finally calls off his pity-party and decides to join you, lead him back to safety. Floyd isn't injured, but you have the option of carrying him on your back. Not really sure why. But he does seem to be enjoying himself up there. So...

NOTE: If you save Floyd, Otis will call you at some point and tell you the old man would like some wine. This is optional; bring him a bottle from the food court for another PP bonus.

Secret Scoop: Evening, Day Two; Paradise Plaza

Entering Paradise Plaza on the evening of the 20th will trigger a cut-scene in which Frank stumbles into some kind of dark ceremony being conducted by a group of cultists dressed in green masks and yellow raincoats. These guys will pop up all over the mall from now on, so you might as well get used to fighting them now. They're not all that tough; they'll rush at you with knives, or leap at you and blow themselves up. Slash them a couple times with a good melee weapon and they'll crumble. Watch out, though, for the ones that blow powder at you. If it hits you, you'll pass out and get abducted. You'll wake up stripped of your clothes and possessions in a dingy backroom, with no memory of how you got there. We all know how that feels.

Take the cultists out as cleanly as you can, then go over to the box and release Jennifer. Get her to join you, and get her out of there. Don't worry that the cult leader got away. You'll get the chance to deal with him shortly.

Day Three---September 21

"A Strange Group" (Boss Battle)

From: 12 AM

At: Paradise Plaza; Colby's Movieland

Sean, the leader of the fanatical True Eye cult, is in the middle of a grisly ritual, and it's up to Frank to save some innocent lives (or at least take some prizewinning pictures).

After you enter the movie theater, watch out for the large group of cultists just around the first corner of the hallway. If you got the sniper rifles from the survivalists, now's a good chance to use them. Or just improvise. These guys aren't all that tough, they just overwhelm you with sheer numbers. Thin them out and they're done.

You can find Sean in theater four. He's one of the tougher bosses in the game, so be ready for a fight. Sean's sword is ridiculously powerful, and sometimes when he hits you he'll be on you again before you're even back on your feet, leading to big-time damage. Stay away from Sean until he does one of his patented slides, then unload on him with a gun or melee weapon; either way, make it the strongest weapon you can get your hands on, as this is not the time for half measures. Once Sean's dead, a group of his enraged followers will come after you. Take them down, then free the hostages (including the one in the back room, which you can unlock using Sean's warehouse key). Pick up the book Sean dropped to make survivors more aggressive when following you. Then get these people back to the security room; they've been through enough already.

NOTE: If you save Cheryl, the girl from the back room, later on Otis will call and tell you she has a request to make. Go back to the security room to talk to her, and Frank will get the chance to branch out a little, taking some shots that would be more at home in Maxim than Newsweek.

Secret Scoop: Midnight, Day Three; North Plaza

The story missions will have you right around the area of this scoop at the right time. Track down a man named Kindell in the halls of North Plaza. He's blazing away at zombies with a shotgun. Drop what you're doing (and who you're carrying) and talk to him for a while, and he'll join you. Take him with you back to the security room, where you'll be headed anyway.

NOTE: If you save Kindell, he'll stir up trouble later. Otis will call and let you know there's a problem in the security room. Go back there before time runs out, and talk to Kindell. He'll settle down after that.

Secret Scoop: Morning, Day Three; The Huntin' Shack, North Plaza

Three survivors have moved into the Huntin' Shack, and they're not particularly welcoming. You'll be greeted by a barrage of bullets. Back off, and eventually one of them will approach you. Talk to him. During the course of the conversation, Frank will tell the man about the security room, but the man won't believe him. Before you show up for this one, you should take a picture of the duct on the rooftop leading to the security room. Show the man the picture, and the three will join you. If you don't have a pic, you'll have to go back and get one before they join. Once they're with you, head back and show them the security room in person.

"Long Haired Punk" (Boss Battle)

From: 6 AM

At: Wonderland Plaza; Casual Gals

Paul is a deranged loner who's taken two women hostage. Lay into him with a melee weapon as soon as you get the chance; if he gets distance between himself and Frank, he'll become much more dangerous, lobbing Molotov cocktails at you. If he makes it out into the mall, use a gun to take him down. When you drop him, he'll set himself on fire; if you want, you can grab the fire extinguisher from the store and put him out, after which he'll join you, along with the two women. Or you can just let him burn. It's really up to you. Talk to the women, Mindy and Debbie, to get them to join, then take them to safety.

NOTE: If you do decide to save Paul, Otis will call you later on and tell you Paul wants to give you a token of his thanks. Head back to the security room to get yourself a Molotov cocktail. Every time you talk to him from then on, you get another cocktail. Not a bad reward; Molotov cocktails beat karma any day.

Secret Scoop: Morning, Day Three; Wonderland Plaza

Look for a crowd of zombies around the giant soccer ball in one of the playgrounds in Wonderland Plaza. Clear them out, then go up and talk to the woman they'd been menacing, Susan. She'll join you, and you can get her to safety.

"A Sick Man"

From: 11 AM

At: Wonderland Plaza; Estelle's Fine-lady Cosmetics

Find Leroy and talk to him. He'll join you, and you can take him back to the security room.

"Photographer's Pride" (Boss Battle)

From: 12 PM

At: Paradise Plaza; Colombian Roastmasters

Remember Kent, everybody's favorite picture-taking prick? Well, if you finished his earlier scoops, you'll now get the chance to kick the crap out of him. Make sure you show up to this one on time: if you get there after 1 PM, the whole scoop is different: Kent has already executed Tad, the hostage he took, and he'll knock Frank out and strip him of his clothes and weapons. You'll then have to use whatever improvised weapons come to hand. Save yourself the headache (and save Tad) by getting to Paradise Plaza on time. Kent's not hard to beat; does he look like he'd be hard to beat?

"A Woman in Despair"

From: 3 PM

At: Paradise Plaza; Player's

Simone thinks she might've been bitten by a zombie, and she's understandably upset. You'll have to talk to her for a while before she'll join you, but eventually Frank's brutish charm will win her over. Take her infected ass back to the security room.

NOTE: If you save Simone, she'll ask you later for a gun, in case she starts zombieing up, or zombieing out, or whatever. Give it to her with a clear conscience; she won't use it.

Secret Scoop: Afternoon, Day Three; Chris' Fine Foods, Food Court

A man named Gil has decided on one last bender before the end of the world. He's three sheets to the wind in the Food Court. Talk to him; he'll ramble on for a while, but eventually he'll join you. You'll need to support the staggering drunk on the way back to the security room.

Locations

Before his three days in hell are over, Frank will have to get to know the layout of Willamette Parkview Mall better than a 12 year old girl with an unlimited allowance. In the middle of leading a pack of panicky survivors to safety or battling a relentless psychopath, you may find yourself in need of food, camera batteries, or a dependable weapon. Like any trip to the mall, your motto should be "get in, get out, and don't get eaten alive." Knowing where you're going and what you'll find there is key. Below is a list of the most important places and things in each area of the mall, as well as all 100 PP stickers in the game.

Paradise Plaza

Points of Interest:

Warehouse Door: The most important door in the mall. This leads to the warehouse area, which in turn leads to the elevator, the roof, the hatchway, and the relative safety and comfort of the security room. You'll get to know this door very well indeed before the end of the game.

Cam's Camera: Conveniently located right outside the warehouse door. Stop in to recharge your batteries so you can keep snapping those poignant pics. You are, after all, a professional.

Columbia Roastmasters: A good source of orange juice and other helpful healing items. A stop here should be included on any long excursion into the mall. There's also a mixer, with which you can whip up some useful concoctions. Look over the railing for the awning overlooking the ground floor just past the drinks rack; some thoughtful game designer left a katana sword up there, which will come in handy, especially early in the game. The sword reappears every time you enter Paradise Plaza, another reason to include Roastmasters on your itinerary.

Submachine Gun Ledge: Look at the protruding ledge above Josh's Jewels, right next to Cam's Camera. You should see a big stuffed bear, and some other assorted stuff. Farther along the ledge, invisible from the ground, is a submachine gun. To reach it, go to the first landing of the staircase just past Kids' Choice Clothing, and scramble up onto the ledge from there. Walk out along the ledge, past the bear. Keep going as far as you can, being careful on the narrow parts. On the last section before you can't go any farther, you'll find the gun. It respawns each time you enter Paradise Plaza, as long as you've used up the last one, so stop by here frequently.

SporTrance: Get your baseball bats, hockey sticks and skateboards here. The store's two-floor layout makes it a convenient alternate route when the halls outside are jammed with zombies and you just don't feel up to dealing with them.

Public Restrooms: Stop in here to save your game, or to...you know. If you beat the evil clown in the "Out of Control" scoop, you'll unlock a magical (though smelly) passageway between the ladies' room in Paradise Plaza and the one in Wonderland Plaza. Use it frequently, but wash your hands.

Contemporary Reading: Look straight ahead as you come out of the warehouse door to find this small bookstore. The books you'll find here, and their effects:

  • Camera 1: Adds 25% to the PP value of all your pictures.
  • Hobby: Allows you to hold items classified as toys three times as long as normal.
  • Sports: Sports-related items will take three times as long as normal to wear down. Not a bad book to have if you're planning on swinging baseball bats and such.
  • Weekly Photo Magazine: Brings up a PP symbol when good picture-taking opportunities appear in your viewfinder. Doesn't actually add extra PP. This can be helpful early on, when you're getting used to the basics of the game's photography system.

Bachman's Bookporium: Named, perhaps, for the late, great, pseudonymous horror novelist, Bachman's is right across from the windows looking onto Leisure Park. It offers:

  • Engineering: Lets you hold tools (chainsaws, gardening shears, etc.) twice as long as normal.
  • Entertainment: Allows you to hold onto entertainment-related items for three times their normal lifespans.
  • Horror Novel 2: Earn an extra 25% PP bonus for every zombie you kill.
  • Interior Design: Makes interior design items last three times as long as normal.

PP Stickers are hidden in these places:

  • On the bird clock, just outside the warehouse door
  • On the Kids' Choice poster in the back stairwell
  • At Columbian Roastmasters, on the green circular sign in the northwest corner, above the stairs
  • On the sign at Jill's Sandwiches
  • On the sign at Kids' Choice Clothing
  • On the sign at Tunemaker's
  • On the sign at Tyke N' Tots
  • In front of Players, on the girl standee
  • Inside Child's Play, on the back of the giant robot
  • Inside Marriage Makers, on the green vase
  • Inside SporTrance, on the staircase, between the basketball hoops
  • Inside Tucci's of Rome, on the green Mega Man shirt
  • Inside Universe of Optics, on the clock
  • Inside Ye Olde Toybox, on the stuffed bear behind the register
  • On the sign at Colby's Movieland
  • In front of Colby's, on the Megaman standee
  • In front of Colby's, on the Ratman standee
  • Inside Colby's, on the Ratman standee outside the gift shop
  • Inside Colby's, on the outside the gift shop
  • Inside Colby's, on the standee of the fox inside the gift shop
  • Inside Colby's, one sticker on each of the four movie posters behind the snack bar

Entrance Plaza

Points of Interest:

Sports High: More focused on camping supplies than team sports equipment. The hatchet, found here, is a fine weapon. The bicycle provides a quick and fun way to get around, but you can't take it through doors to other areas of the mall, so don't plan on riding it outside.

Jason Wayne's Sporting Goods: Your choice for baseball bats if you're on the first floor.

Shootingstar Sporting Goods: Second floor, hockey sticks and golf clubs.

Ned's Knicknackery: Where did Frank learn to use a battle-axe? Somewhere. Here's where he gets them.

The Sinister Read: The fine publications available here:

  • Health 2: Gives you 50% more health from food items.
  • Horror Novel 1: Adds a 25% PP bonus when you kill your 50th zombie.
  • Lifestyle Magazine: Lets you hold onto home decorating items three times as long as normal.
  • World News: Tacks on a 25% PP bonus whenever a survivor joins you, and with the completion of each escort. Adds up if you're rescuing a lot of people.

Everyone Luvs Books: After the old man leaves this store early in the main story, you can shop for (loot) these books:

  • Cooking: Makes your mixed drinks last twice as long as normal.
  • Cycling: Use the bike for three times as long as normal.
  • Travel: Lets you hold onto travel-related items for three times as long as normal.
  • Wartime Photography: Want to add 25% PP to every picture you take? Check out this book.

PP Stickers:

  • Inside Children's Castle, on the teddy bear in the southeast corner of the store
  • Inside Estelle's Fine-lady Cosmetics, on the poster on the northern wall
  • Inside Ned's Knicknackery, on the crown
  • Inside Refined Class, on the shoes on the pedestal just inside the store
  • Inside Special Gifts, on the green vase
  • Inside Sports High, on the tent set up on the floor
  • In front of Robsaka Digital, on the standee of the fox
  • In front of Robsaka Digital, on the standee of the girl
  • On the giant bee at the southern end of the plaza
  • On the main doors of the mall, at the southernmost end of the plaza

Al Fresca Plaza

Points of Interest:

McHandy's Hardware: Handy indeed, this trove of chainsaws, pipes and gardening shears is just to your left as you enter Al Fresca Plaza from the Food Court.

Flexin': Right across from McHandy's, this gym offers a convenient save spot (at the door in the far southeast corner). If Frank decides to work out a little while he's here, he'll get more than endorphins: destroy one of the punching bags for a big PP bonus; destroy them all for a bigger one. Run on a treadmill for another PP bonus; run on all of them for another, bigger one.

Hamburger Fiefdom: Stop here for a quick meal if you or your pals are banged up.

Colombian Roastmasters: The second, smaller location of the popular coffee chain. A good place to recharge your health, or to mix up some of your patented concoctions.

Fountain: On the eastern end of Al Fresca, near the Entrance Plaza. Jump in the fountain any time you could use a submachine gun; so, any time. It respawns when you enter the plaza, as long as you've used up the last one.

PP Stickers:

  • On the sign at Colombian Roastmasters
  • On the sign at the Food Court entrance
  • Inside Brand New U, on the shoes on the pedestal near the entrance
  • Inside Eyes Like Us, on the poster
  • At Burger Fiefdom, on the menu
  • Inside Flexin', on the E in the banner
  • Inside Flexin', on the wall between two of the paintings
  • Inside Flexin', on the wall of posters behind the counter
  • Inside Flexin', on the center treadmill
  • Inside Flexin', on the second stationary bike from the western end
  • Inside Flexin', on the easternmost weightlifting bench

Food Court

Points of Interest:

Chris' Fine Foods: Stop here for an ample supply of fine wines. Just don't drink too much at one sitting, or moving around will become a distinct problem. There's nothing those zombies would rather do than eat your kidneys (and the rest of you) with some nice Chianti; the fava beans they'd probably skip. Also, climb up on top of the sign above the stairs near the doors to Al Fresca Plaza to find a submachine gun.

The Dark Bean: If you've got a craving for a homemade drink, there's a mixer here.

Frozen Dreams: Another mixer, for your custom juice-making needs.

PP Stickers:

  • On the sign at Central Nachos
  • On the sign at Dark Bean
  • On the sign at Frozen Dreams
  • On the sign at Jade Paradise
  • On the sign at Meaty Burger
  • On the sign at Teresa's Oven
  • In front of Chris' Fine Foods, on the statue of the chef
  • Behind Chris' Fine Foods, on the statue of the chef
  • On the sign with the bull on it
  • On the sign with the bee on it
  • On the cowboy standee

Wonderland Plaza

Points of Interest:

Philo's Photos: Get your batteries here.

Homerunner's: A good place to stop if you need a quick cudgel; bats and sticks aplenty.

Kokonutz Sports Town: Pretty much the same as Homerunner's, but on the second floor.

Space Rider: The site of Frank's battle with Adam the maniacal clown. Go to the entrance of the ride every time you're in Wonderland. You can never have too many small chainsaws. When you enter Wonderland, make sure you go up the right staircase, or you'll have to loop around to get to the ride's entrance. If you can manage to ride this thing, you'll get a fat PP bonus.

Public Restrooms: Save your game, or warp to Paradise Plaza through the trapdoor in the ladies'.

Sir Book-a-lot: Books at this location:

  • Criminal Biography: On the Willamette Times bestseller list for years. Definitely one of the game's most useful books. Lets you hold edged weapons (which covers a lot of bases) three times as long as normal.
  • Health 1: Improves the healing effects of all food items by 50%.
  • Japanese Conversation: Necessary to complete the "Japanese Tourists" scoop, useless for anything else. As soon as you get Shinji and Yuu to join, drop this book like a it's a bad, hot habit.
  • Skateboarding: Teaches Frank to perform a trick while riding the skateboard.

PP Stickers:

  • On the sign at Kokonutz Sports Town
  • On the sign at Sir Book-a-lot
  • Inside Homerunner's, on the picture of the team with the red uniforms
  • Inside Scuffs and Scrapes, on the shirts on the north wall of the store
  • Inside Small Fry Duds, on the sign behind the register
  • Inside Small Fry Duds, on the green and yellow balloon next to the register
  • On the sign at the entrance to the Space Rider
  • On the sign above the Space Rider with the alien on it
  • On the west side of the sign above the Space Rider with the astronaut on it
  • On the east side of the sign above the Space Rider with the astronaut on it
  • On the giant pink rabbit on the north side, near the entrance to North Plaza
  • On the giant pink rabbit on the south side, near the entrance to the Food Court.
  • Inside the playground on the north side, on the yellow house
  • Inside the playground on the south side, on the yellow house
  • Inside the playground on the south side, on the southernmost windmill

North Plaza

Points of Interest:

Pearly Whites: Just off the Leisure Park entrance, this is the place to recharge your camera's batteries.

Crislip's Home Saloon: After you fight Cliff, his machete will be available every time you go into Crislip's. Even before that, there are plenty of chainsaws and other solid weapons to make this a good place to arm yourself.

Empty Store: Right next to Crislip's, this place is locked until you defeat Cliff in the scoop "The Hatchet Man." Once you get the key, you'll be able to access it. Two books can be found here:

  • Survival: Boosts the effectiveness of food items by a whopping 100%. Well worth carrying.
  • Wrestling: For those times when you're caught without a weapon. This book lets you do significantly more damage with your unarmed attacks.

Huntin' Shack: This one can be a little tough to find (and a little tough to get into once you've found it), but it's well worth the effort. Take a hard right at the fork leading west from the eastern end of the plaza, down a narrow passageway crammed with zombies. There's a sign at the mouth of the passage, but it's easy to miss if you're not looking for it. The Huntin' Shack is stocked with shotguns and sniper rifles, but you'll have to fight for them. The first time you enter the store, you'll have to battle Cletus, the place's owner. Later on, you may run into some equally aggressive survivors. Check the Scoops section for more on these gun nuts.

Ripper's Blades: An invaluable source of knives and swords. Make Ripper's a frequent destination in your travels.

Seon's Food & Stuff: The mall's supermarket. This is a good place to stock up on food and drink, but there are a few things to keep in mind. For one thing, it's usually crawling with zombies (except when it's ominously empty, in which case you should brace for a more dangerous threat). Also, going into Seon's triggers a load screen; technically it's its own separate area. That means that if you're leading survivors, you need to make sure they're close to you before going inside, or they'll be left behind outside, where the zombies will make short work of them. For these two reasons, it's usually better to visit Seon's when you're alone.

Public Restrooms: Save your game here.

NOTE: There are two separate hallways running between North and Wonderland plazas, one connecting North's western end with Wonderland's north, the other joining the two more toward the middle of each plaza's length. Depending on your destination, you may be able to save some time and blood by choosing your path wisely.

PP Stickers:

  • On the sign at Crislip's Home Saloon
  • Inside Crislip's, on the gardening sign in the southwest corner
  • Inside Crislip's, on the bulletin board behind the checkout counter
  • On the sign at Seon's, between the O and the D
  • Inside Seon's, on the Seafood sign
  • Inside Seon's, on the Meat sign
  • Inside Seon's, on the Pharmacy sign
  • In the window of the Huntin' Shack, on the American flag
  • In the window of the Huntin' Shack, on the standee of the man with the rifle
  • Inside the Huntin' Shack, on the nose of the deer head at the front of the store
  • Inside the Huntin' Shack, on the nose of the deer head at the back of the store
  • Inside Ripper's, on the helmet at the northern end of the store
  • Inside Ripper's, on the helmet at the southern end of the store
  • On the Cupid statue in the fountain at the eastern end of the plaza

Other PP Sticker Locations:

Security Room:

  • On the bulletin board behind the couch

Rooftop:

  • On the entrance to the duct leading to the security room

Leisure Park:

  • On the wall above the entrance to the Maintenance Tunnels
  • On the clock tower's north side
  • On the clock tower's south side
  • On the clock tower's east side

Maintenance Tunnels:

  • Five stickers in total, one on each of the trucks with the bombs in them

Meat Processing Place:

  • On the cow poster
  • On the meat chute

Abduction Room (You must be abducted by the cult members to get here):

  • On the standee of the fox
  • On the red tarp

Table of Contents

Introduction

The Basics

Leveling Up

Photography

Items

Cases

Scoops

Locations

Dead Rising Walkthrough Answers

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References

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