Dead Rising 2: Case West
                                  Walkthrough

                                January 12, 2011
                                 Version: 1.00

                       Copyright 2011 Christopher C. Wrenn

                              
                              =LEGAL INFORMATION=
-------------------------------------------------------------------------------
This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other
web site or as a part of any public display is strictly prohibited, and a
violation of copyright.

All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.
-------------------------------------------------------------------------------

                            =Table of Contents=
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
01. About This Game.....................................................[#ABTG]
02. Controls............................................................[#CTRL]
03. Walkthrough.........................................................[#WKTH]
04. Combo Cards.........................................................[#COCD]
05. Mixed Drinks........................................................[#MIXD]
06. Items...............................................................[#ITEM]
07. Notebook............................................................[#NOTE]
08. Clothes.............................................................[#CTHS]
09. PP Stickers.........................................................[#PPST]
10. Security Cameras....................................................[#CAMS]
11. Levels and Stats....................................................[#LVST]
12. Achievements........................................................[#ACHS]
13. Special Thanks......................................................[#SPTK]
14. Version History.....................................................[#VERS]
15. Contact.............................................................[#CNTC]
-------------------------------------------------------------------------------



[#ABTG]                      =About This Game=
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Case West is an epilogue to Dead Rising 2 and so far is only available for 800
points on XBLA. It directly continues from DR2's Ending A and joins Chuck
Greene and DR1 protagonist Frank West in a case to uncover the dirt on Pheno-
trans and clear Chuck's name.

The core gameplay remains the same as Case Zero and DR2, but with some return-
ing elements from the original Dead Rising such as the camera. There are also
new combo weapons to create, three of which with PP bonuses only Frank can
take advantage of.

Co-op also returns with the guest player taking control of Frank and his per-
sonal moveset and item abilities.
-------------------------------------------------------------------------------



[#CTRL]                          =Controls=
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

Left Stick/Right Stick: These control movement and camera angles, respectively.

D-Pad: Left brings up your watch. It allows you to see the current time and
       ongoing missions. You can also set a guide arrow for a specific mission.

       Right allows a joining co-op player to enter your game.

       Up puts away your currently held item or weapon. If you do not have
       space in your inventory or the item is too large to put away, you
       will drop it instead.

       Down will cause you to drop your currently held item.

Left/Right Bumpers: These will allow you to scroll through your item/weapon
                    inventory.

Left Trigger: When held, this enters you into aiming mode. It allows you to
              throw your currently held item/weapon with X or Right Trigger.
              If you are not holding anything you will spit instead. When
              holding a gun you will be able to walk and strafe while in aim
              mode. When in a vehicle it puts you in reverse. In conjunction
              with Y, makes Frank change clothes in single-player. Hold and
              press Right Bumper to enter camera mode.

Right Trigger: In aim mode and allows you to throw or shoot your currently held
               item/weapon or spit if holding nothing. It accelerates any
               vehicle you're driving. It's also used along with the A/B/X
               buttons to use skill moves.

Select: Brings up the map and shows you your current location as well as
        buildings, restrooms, maintenance rooms, and the spot of an active
        mission destination.

Start: Lets you view your stats, Combo Cards, case progress, notebook,
       help & options, tutorials, map, leaderboards, achievements, and quit.
       It also skips cutscenes.

X: Attack bare-handed or use your currently held item. Some weapons even have a
   secondary attack when you hold it down instead. Snaps picture in camera
   mode.

B: Is used for interacting with objects and people. Zooms in in camera mode.

Y: Call Frank to you in single-player.

A: Jump. Zooms out in camera mode.
-------------------------------------------------------------------------------



[#WKTH]                         =Walkthrough=
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
This guide will cover all the cases to Ending A as well as rescuing all the
survivors.
-------------------------------------------------------------------------------

The game begins with a bit of backstory about the origins of the Willamette
outbreak as well as subsequent outbreaks in Las Vegas and Fortune city. It then
segues to Chuck trying to fight off TK's zombie in an elevator. The doors
finally open for Frank West who kills TK for good with a baseball bat.

Frank recognizes Chuck as the one responsible, but Chuck once again denies the
allegations. Frank warns him that there's a bounty on his head and Chuck asks
if that's why he's there. Frank relents that he may believe Chuck's innocence
after all.

Chuck lists the crimes that Phenotrans is behind, including the death of
Rebecca who Frank was in Fortune City to meet. Chuck wants to search for proof
that he was set up, but Frank reminds him that the firebombing will begin
shortly. He begins to lose hope, but Frank informs him of a source that told
him about a Phenotrans facility west of Fortune City. Frank introduces himself
and the two head off.

They sneak in the facility through a vent, but they both fall into a pen of
zombies. Once in control all you need to do is survive for a few seconds. The
next scene shows the door opening for a shipping crate full of more zombies.
Fight your way to the opposite end to get out and head up to the Shipping
Office. Kill the lone guard on the way for a Security AR.

Both sneak inside to see another security guard who Chuck assumes is alone. He
makes his presence known, but finds out there are actually two, both armed.
Kill both of them for the next scene. The loudspeaker announces that the
zombies escaped their pens and Frank notices his contact communicating to him
on a nearby monitor. He deduces that the source caused the outbreak as a dis-
traction, but Chuck doesn't full trust the source.

The source prints out a map to use and claims he can download information if
the two enter a couple access codes in the facility.
-------------------------------------------------------------------------------

Case 1:
Survivors: None.

Grab some healing items like the Orange Juice and Soda and then leave through
the south door of the Shipping Office. Whenever possible, kill any or all Sec-
urity Guards around. Not only do their bullets constantly slow you down, but
they can drain your health fairly quickly. Also try and give Frank better wea-
pons like blades or guns.

Follow the catwalks to the Security Outpost in the Holding Pens area and enter
your first code, then drop down to the first floor. If want to make life a
little easier, head to the north-east Maintenance Room in the Holding Pens area
and build an Impact Blaster using and Impact Hammer and Blast Frequency Gun.
This is possibly the best weapon against human enemies.

Next, head into the Harvesting Room and make your way around to the Server Room
in the Living Quarters area to enter the other code. While here, head to the
Maintenance Room next door and make a Reaper with the Katana Sword and Sickle,
another one of the best weapons to use.

Now go upstairs and use the door to the Holding Pens. This will unlock it and
allow its use from both sides. Return to the Shipping office to finish Case 1.

In the next scene Frank mentions waiting until the source has downloaded all
the information and then finding a way out, but Chuck says he still needs to
clear his name. Frank contacts his source about it and he replies that he'll
try and figure something out.
-------------------------------------------------------------------------------

Case 2:
Survivors: Hernando, Lisa, Alicia

Case 2 won't begin until 4:00PM, but in the meantime there are three survivors
to rescue. First is Hernando right outside of the Shipping Office. Clear the
zombies around him and speak to him to send him on his way.

Before Hernando leaves, he'll mention his friend Lisa who was last seen in the
Cafeteria. Head there to find her note to Hernando stating she was going to the
Security Tower. There you will find another note from Lisa telling Hernando
that she returned to her room in the Living Quarters. Now you'll finally find
her in Living Quarters A4. Clear the zombies around her and she'll reward you
with the Emergency Key that unlocks the door between Living Quarters RR and A6.

The last survivor for now is Alicia, who is found in the Zombrex Research Lab.
Give her an Electric Prod and she'll be on her way.

At 4:00PM the next case will begin. Chuck is explaining to Frank that queens
are being used by Phenotrans to make Zombrex and that all the zombies in the
facility are from the Fortune City outbreak.

The source contacts them, saying that the evidence to clear Chuck should be in
the director's office. Chuck asks him who he is, but the connection is cut.

First, head south into the Holding Pens to find Robert under the Security
Outpost. Just give him a Security AR to save him.

Now head to the Refrigerated Containment room in the Research Laboratory to
find the Lab Keycard to enter the director's office. Backtrack to the second
floor of the Storage Bay to unlock the Secure Lab Observatory door.

After navigating the halls, the next scene plays. The two discover lists of
missing people and prisoners and Chuck states again that they need queens to
make Zombrex, Frank formerly being under the impression that the drug was
synthesized. Out of frustration Frank throws his box of Zombrex across the room
and tripping an alarm.

The Hazard Suits don't pose much of a risk. Any good damage dealing weapon will
do the trick, but Impact Hammers and Impact Blasters are probably the best.
After finishing them off, somebody tries to contact one of the fallen Hazard
Suits. Frank uses a line straight from Star Wars to get them out of the mess.

Return to the Shipping Office and Frank's source will have the evidence he
need's, but he's stuck in a lab and needs time to override the locks.
-------------------------------------------------------------------------------

Case 3:
Survivors: Regina, Mizuki, Allie, Jerry, Dean

There are four more survivors to find before the next case at 1:00AM. The near-
est is Regina in the Shipping Bay. She wants to escape, but wants to sell human
organs on the outside world for a living. You'll find the Human Liver in the
Livestock Dissection Lab and the Human Heart in Zombrex Production Lab A. Re-
turn to Regina and give her the organs. She'll be saved and give you the Under-
ground Tunnel Key as a reward.

Use that key now to find Mizuki in the Underground Tunnel. He's hostile, so
beat him up bare-handed a little bit and he'll decide to leave.

From there, exit the tunnel into the Harvesting Room. Make your way to the
second floor to find Allie fighting off a group of zombies. Clear them away and
she'll be free to leave.

Now head to the Living Quarters to find Jerry in Living Quarters X1. He'll want
you to bring him a Laser Sword [Flashlight + Gems] and a Lightning Gun [Blast
Frequency Gun + Electric Prod]. He'll reward you with a Laser Gun and the Combo
Card for it before leaving safely.

At 1:00AM Chuck is annoying Frank while waiting for the source. He finally con-
tacts them saying he has the evidence downloaded. Now they have to get to where
he is and they need to cut the power to do so.

The Detonator can be found in the Storage Bay and the Explosives in the Sec-
urity Tower. When both are in hand take them to the Power Room in the Research
Laboratory to open the way to the final area.

Before heading to the Secure Laboratory, there's one more survivor to find. At
2:00AM Dean will be in the Server Room in the Living Quarters. He wants an En-
ergizer drink, so go to the Cafeteria and mix a Baguette and Coffee together to
make one. Upon delivery he will be safe.

Now to prepare for the psychopath fight. It's not difficult, but it can be a
little time consuming as he has three life bars to drain. Impact Blasters and
Reapers are great to have as well as Katana Swords. There is some food to be
found in the fighting area, but take some Orange Juice along just in case. And
don't forget to equip Frank with a decent weapon. If he's going to be distract-
ing the boss at times he might as well be doing some damage as well.
-------------------------------------------------------------------------------

Psychopath:

Inside the Secure Laboratory you finally meet Frank's source. He is a she and
she is Isabela Keyes, Frank's acquaintance from the first game. She's working
for Phenotrans because she was forced to either work for them or go to jail.
She has been working on trying to make the drug synthetic and to find a cure,
but she says they've been stealing her work and must leave to continue her
research.

The director shows up and guards enter to stop them from leaving, but Isabela
gets away, leaving Chuck to believe she was using them to escape. The director
elaborates that what they do is for the greater good and nobody would do any-
thing even if they knew the truth. Isabela returns and kills one of the guards,
but the head of security, Harjit, stops her. She throws a flash drive with the
evidence to Frank and Chuck before passing out and being carried away, but
Harjit steps on it before the fight begins.

Harjit has five strategies. One is a basic combo attack, which if he's using on
Frank is an open opportunity to attack him from behind. Another is a charging
attack that can be evaded by Dodge Rolling, but if you're hit and rammed into
anything you'll be stunned. His third normal attack is throwing shelves at you,
which again can be evaded with Dodge Rolling.

Occasionally he'll launch himself out of reach of melee attacks and call for
help, summoning any of the human enemies to aid him. After a while he'll begin
his final strategy, going out of reach and launching Acetylene Tanks at you.
These are easily avoided as well if you hide behind something.

After the fight Harjit will fall through a tube of queens and die. Frank con-
fronts the director about needing Zombrex herself, but she claims she used
Isabela's research to make a cure and that it wouldn't be in their best in-
terest to release it. She continues about how humanity brought on the zombies,
so they deserve to suffer the outbreaks before initiating a self destruct
sequence. Chuck wants to find that cure for his daughter, but Frank convinces
him to leave since there's no time to find it.

Outside, Chuck laments about there being a cure, but Frank counters that it
could have been a lie. They also discuss having the evidence that Phenotrans
was behind the Fortune City outbreak, but that nobody will take their word for
it. Frank realizes that he forgot his Zombrex in the facility, but Chuck tosses
him the box he threw away earlier. "The world needs Frank West."
-------------------------------------------------------------------------------



[#COCD]                        =Combo Cards=
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
A few Combo Cards return from Dead Rising 2, plus seven brand new ones only in
Case West. Three of those have PP bonuses and alternate attacks that only Frank
can take advantage of.
-------------------------------------------------------------------------------

Returning Cards


Drill Bucket [Power Drill + Bucket]
PP Bonus: [---/500]
Alternate Attack: No.

Ripper [Cement Saw + Saw Blade]
PP Bonus: [--/100] [150]
Alternate Attack: Yes.

Hail Mary [Football + Grenade]
PP Bonus: [---/500]
Alternate Attack: No.

Freezer Bomb [Fire Extinguisher + Dynamite]
PP Bonus: [--/50]
Alternate Attack: No.

Dynameat [Hunk of Meat + Dynamite]
PP Bonus: [---/1000]
Alternate Attack: No.

Flamethrower [Water Gun + Gasoline Canister]
PP Bonus: [--/50]
Alternate Attack: No.

Plate Launcher [Plates + Cement Saw]
PP Bonus: [---/200]
Alternate Attack: No.

Blazing Aces [Tennis Racquet + Tiki Torch]
PP Bonus: [---/500]
Alternate Attack: No.

Laser Sword [Gems + Flashlight]
PP Bonus: [--/150] [300]
Alternate Attack: Yes.

Snowball Cannon [Fire Extinguisher + Water Gun]
PP Bonus: [--/200]
Alternate Attack: No.


New Cards


Shocker [Defibrillator + Medical Tray]
PP Bonus: [50/100] [500]
Alternate Attack: Yes.

*Zap 'n Shine [Floor Buffer + Electric Prod]
PP Bonus: [75/150]
Alternate Attack: No.

Lightning Gun [Blast Frequency Gun + Electric Prod]
PP Bonus: [25/50]
Alternate Attack: No.

*Reaper [Sickle + Katana Sword]
PP Bonus: [75/150] [???]
Alternate Attack: Yes.

Impact Blaster [Impact Hammer + Blast Frequency Gun]
PP Bonus: [50/100] [500]
Alternate Attack: Yes.

*Sterilizer [Chemicals + Syringe Gun]
PP Bonus: [500/1000]
Alternate Attack: No.

Laser Gun [Laser Sword + Lightning Gun] (save Jerry Sampson)
PP Bonus: [150/300]
Alternate Attack: No.

*PP bonuses and alternate attacks only Frank can use.
-------------------------------------------------------------------------------



[#MIXD]                       =Mixed Drinks=
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
There are two drink mixers in the game. One in the Cafeteria and another in the
Secure Lab Observatory. Each mixed drink heals Chuck and Frank as well as give
them an effect. Below are only a few of the mixes to make these.
-------------------------------------------------------------------------------

Randomizer: Causes the user to get sick.
Cooking Oil + Orange Juice
Cooking Oil + Apple
Mustard + Ketchup

Nectar: Attracts queens to the user.
Orange Juice + Orange Juice
Apple + Apple
Orange Juice + Whiskey

Untouchable: Zombies can't grab the user.
Pie + Apple

Quick Step: User runs extremely fast.
Orange Juice + Coffee
Soda + Pie

Energizer: Makes user invincible for a very short time.
Coffee + Baguette

Spitfire: User can spit fire.
Soda + Soda

Pain Killer: User takes half damage.
Whiskey + Whiskey

Zombait: User attracts zombies.
???

Repulse: Zombies ignore the user.
???
-------------------------------------------------------------------------------



[#ITEMS]                         =Items=
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Anything and everything you can pick up is a potential weapon against zombies.
Magazines add attributes to the player, items, or food when held.
-------------------------------------------------------------------------------

Firearms:

Handgun - Shotgun - Security AR - Blast Frequency Gun


Blades:

Bowie Knife - Chef Knife - Katana Sword - Sickle - Bone Saw - Cement Saw


Bludgeoning Weapons:

Baseball Bat - Shovel - Sledge Hammer - 2x4 - Impact Hammer - Pan


Explosive:

Dynamite - Grenade - Gasoline Canister - Propane Tank - Acetylene Tank

Flash Grenade


Miscellaneous:

Electric Prod - Queen - Defibrillator - Golf Club - Tennis Racquet - Pool Cue

Water Gun - Fire Extinguisher - Saw Blade - Novelty Syringe - Tiki Torch

Cardboard Box - Acoustic Guitar - Push Broom - Lab Specimen - Massager


Food:

Orange Juice - Soda - Coffee - Snack - Jellybeans - Baguette - Sandwich - Pie

Apple - Whiskey


Magazines:

Horror - 25% PP boost from defeating zombies - Zombrex Production Lab roof

Science - Science and medical items last 3x longer - Living Quarters A4

Health - Food items restore 50% more health - Living Quarters A7

Hand to Hand - Bare-handed attacks deal more damage - Living Quarters A7
-------------------------------------------------------------------------------



[#NOTE]                        =Notebook=
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
The notebook logs every character and survivor encountered in the game as well
as their status in the current playthrough.
-------------------------------------------------------------------------------

001 - Harjit Singh

Head of Phenotrans Facility's security and personal bodyguard to the director.

Notes:
Harjit has five strategies. One is a basic combo attack, which if he's using on
Frank is an open opportunity to attack him from behind. Another is a charging
attack that can be evaded by Dodge Rolling, but if you're hit and rammed into
anything you'll be stunned. His third normal attack is throwing shelves at you,
which again can be evaded with Dodge Rolling.

Occasionally he'll launch himself out of reach of melee attacks and call for
help, summoning any of the human enemies to aid him. After a while he'll begin
his final strategy, going out of reach and launching Acetylene Tanks at you.
These are easily avoided as well if you hide behind something.


002 - Marian Mallon

The Director of the Phenotrans Facility.

Notes: None.


003 - Frank West

He's covered wars you know.

Notes: None.


004 - Isabela Keyes

Frank's source turned out to be an old acquaintance.

Notes: None.


005 - Hernando Arisa

As smart as he looks. Found in the Loading Bay.

Notes: Appears after Case 1-2. Clear zombies to save him. Required to find
       Lisa.


006 - Alicia Hobbes

Looking for a deadly weapon. Found in the Zombrex Research Lab.

Notes: Appears after Case 1-2. Give an Electric Prod to rescue.


007 - Lisa Hersey

Lady won't go down without a fight. Found in the Living Quarters.

Notes: Save Hernando and follow the mission to the Cafeteria, Security Tower,
       and finally to Living Quarters A4.


008 - Regina Dee

Looking for a new way to make money. Found in the Storage Bay.

Notes: Appears after Case 2-3. Give her the Human Heart from Zombrex Production
       Lab A and the Human Liver from Livestock Dissection Lab. She'll give the
       Tunnel Key.


009 - Jerry Sampson

The man behind the Laser Gun. Found in the Living Quarters.

Notes: Appears after Case 2-3. Give him a Laser Sword and Lightning Gun and he
       will give the Laser Gun Combo Card.


010 - Mizuki Tanahara

This guy's completely off his rocker. Found in the Underground Tunnel.

Notes: Must rescue Regina for the Tunnel Key. Attack him bare-handed to save.


011 - Dean Templeton

Needs a pick-me-up. Found in the Server Room.

Notes: Appears at 2:00AM. Give an Energizer to save.


012 - Robert Staymore

Planning on blasting his way out. Found under the Security Outpost.

Notes: Appears during Case 2-2. Give a Security AR to save.


013 - Allie Jack

A day of harvesting got too hot to handle. Found in the Harvesting Room.

Notes: Appears after Case 2-3. Clear the zombies to rescue her.
-------------------------------------------------------------------------------



[#CTHS]                        =Clothes=
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Of course, the staple of changing your appearance returns in this addition.
Both Chuck and Frank can change into any combination of available clothing. To
change Frank's clothes in single-player, aim at the changing spot with LT and
press Y. You can return to the default clothing in the Shipping Office.
-------------------------------------------------------------------------------

Head:

Servbot Mask - Living Quarters RR
Top Hat - Living Quarters RR
Hair Cap - Cafeteria (kitchen)
Hazmat Helmet - Harvesting Room (second floor)
Baseball Cap - Security Outpost
Security Helmet - Security Tower
Mad Scientist Hair - Secure Lab Observatory

Face:

Glasses - Living Quarters A6
Hygiene Mask - Zombrex Research Lab
Nerd Glasses - Server Room
Safety Glasses - Zombrex Production Lab A

Body:

Exercise Outfit - Living Quarters A6
Baseball Uniform - Living Quarters A3
Lab Coat - Living Quarters A4
Dress Suit - Living Quarters X2
Hazmat Suit - Research Laboratory (east Harvesting Room wall)
Medical Gown - Livestock Dissection Lab
Phenotrans Casualwear - Shipping Office
Journalist Suit (DR1 default) - Shipping Office
Security Outfit - Security Outpost

Feet:

Security Boots - Living Quarters A8
Slippers - Living Quarters A2
Cleats - Living Quarters A3
Dress Shoes - Living Quarters X2
Hazmat Boots - Gas Control (behind south steps)
Brown Loafers - Secure Lab Observatory
-------------------------------------------------------------------------------



[#PPST]                       =PP Stickers=
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
PP Stickers return from the first Dead Rising, but there aren't nearly as many
this time. There are ten total and a green indicator light will appear while in
camera mode to notify you that one is in sight. Each will reward 1000PP once
per playthrough.
-------------------------------------------------------------------------------

01. The blue storage bin in the Loading Bay near the Storage Bay.
02. In the Storage Bay under a "Keep 'em Moving" sign.
03. The blueprint map in the Security Outpost.
04. Zombrex poster in Living Quarters RR
05. The picture of Texas in Living Quarters A8
06. Tiki statue above Living Quarters X1
07. Center machine in Refrigerated Containment
08. A G274 tank in Zombrex Research Lab
09. Red tank above Refrigerated Containment
10. Center machine in the Harvesting Room from the second floor.
-------------------------------------------------------------------------------



[#CAMS]                   =Security Cameras=
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Aside from PP Stickers you can also hunt down the many security cameras lit-
tered around the facility. All that's needed to destroy them is a long ranged
weapon, the most practical being guns. There are 47 total.
-------------------------------------------------------------------------------

01. Loading Bay - West Shipping Office door
02. Loading Bay - South Shipping Office door
03. Loading Bay - Storage Bay door (2nd floor)

04. Storage Bay - Top left pen
05. Storage Bay - Top middle pen
06. Storage Bay - Top right pen
07. Storage Bay - Bottom right pen
08. Storage Bay - Bottom middle pen
09. Storage Bay - Bottom left pen
10. Storage Bay - Holding Pens door (2nd floor)
11. Storage Bay - Secure Lab Observatory door (2nd floor)

12. Holding Pens - Left top pen
13. Holding Pens - Left upper-middle pen
14. Holding Pens - Left lower-middle pen
15. Holding Pens - Left bottom pen
16. Holding Pens - Right top pen
17. Holding Pens - Right upper-middle pen
18. Holding Pens - Right lower-middle pen
19. Holding Pens - Right bottom pen
20. Holding Pens - Bottom left pen

21. Holding Pens - North Security Outpost door
22. Holding Pens - East Security Outpost door
23. Holding Pens - South Security Outpost door
24. Holding Pens - Living Quarters door (2nd floor)
25. Holding Pens - North Security Tower door
26. Holding Pens - South Security Tower door
27. Holding Pens - East Security Tower door
28. Holding Pens - West Security Tower door
29. Holding Pens - Storage Bay door (2nd floor)
30. Holding Pens - Research Laboratory door (2nd floor)

31. Harvesting Room - West door
32. Harvesting Room - South door
33. Harvesting Room - Near Underground Tunnel door

34. Gas Control - Cafeteria door
35. Research Laboratory - Zombrex Production Lab B
36. Research Laboratory - Refrigerated Containment north door
37. Research Laboratory - Refrigerated Containment south door
38. Refrigerated Containment - North door
39. Research Laboratory - Zombrex Research Lab door
40. Research Laboratory - Livestock Dissection Lab door
41. Research Laboratory - Power Room door
42. Research Laboratory - Zombrex Production Lab A door
43. Research Laboratory - Secure Laboratory door

44. Living Quarters - Loading Bay door (2nd floor)
45. Living Quarters - Server Room door
46. Server Room - East door
47. Server Room - North wall
-------------------------------------------------------------------------------



[#LVST]                    =Levels and Stats=
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------

Attack: Determines attack strength.

Speed: Determines running speed.

Life: The total health the player has.

Item Stock: Determines how many items and weapons can be carried.

Throw Distance: Determines how far items can be thrown.
-------------------------------------------------------------------------------

Chuck's Skills:

Backdrop: A fast rear defensive move where you will slam zombies backwards with
          all your body weight.
-Escape quickly when grappled from behind.


Jump Kick: A quick way to move around the environment and knock over a zombie
           in your path.
-Jump then press X.


DDT: A fast defensive move which slams the attacker's head into the ground.
-Escape quickly when grapple from the front.


Curb Stomp: Smash a downed zombie with the full force of your boot.
-Hold Right Trigger and press A.


Front Kick: Focused standing kick attack which knocks a zombie away from you.
-Hold Right Trigger and press X.


Dodge Roll: Quickly avoid incoming attacks by rolling in the direction you are
            facing.
-Click the Left Stick button.


Double Leg Drop Kick: A heavy frontal clear out attack capable of knocking down
                      many zombies, but leaves you vulnerable.
-Jump then hold X.


Foot Sweep: Trips zombies in your way giving you time to escape or face a
            different threat.
-Hold Right Trigger and hold A.


Elbow Drop: Powerful move which knocks down multiple zombies around you. The
            higher the jump, the greater the payoff.
-Jump then hold Right Trigger and press X.


Haymaker: Additional attack added to your arsenal which combines well with
          your punches.
-Hold X barehanded.


Field Goal: Quick way to dispatch crawling zombies on the ground.
-Hold Right Trigger and press X (stand over zombie head).


Smash: Fast and effective mean of slamming zombies to the ground or dispatching
       the quickly using the environment to your advantage.
-Hold Right Trigger and hold X.


Hands Off: They can't grab you if they can't reach you.
-Hold Right Trigger and press B.


Power Bomb: Use a crawling zombie to clear out nearby zombies.
-Hold Right Trigger and press B (stand over zombie feet).


Pick Up: Pick up a nearby zombie and throw it at others.
-Hold Right Trigger and hold B.


Frank's Skills:

[RESERVED]
-------------------------------------------------------------------------------



[#ACHS]                       =Achievements=
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Like every other XBLA game, there are twelve achievements to get for a total of
200GS.
-------------------------------------------------------------------------------

Amateur Photography - 10
Take a picture.

Phenotrans Nuisance - 10
Kill 20 Security Guards

Phenotrans Bubble Burster - 10
Kill 10 Zombie Handlers

Phenotrans Sabotage - 10
Kill 5 Hazard Suits

Ultimate Power - 20
Level up to 50.

Fantastic - 20
Beat the game.

Handy Man - 20
Create every new Combo Weapon.

Professional Photography - 20
Take a picture of every PP Sticker in one playthrough.

Petty Vandal - 20
Destroy every security camera in one playthrough.

Savior - 20
Rescue every survivor in one playthrough.

Double the Fun - 20
Complete the entire game while in co-op.
-------------------------------------------------------------------------------



[#SPTK]                      =Special Thanks=
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Thanks for anybody who has help me with this guide.
-------------------------------------------------------------------------------

JoeyRevolver1 - For pointing out the location of the final PP Sticker.
-------------------------------------------------------------------------------



[#VERS]                     =Version History=
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
1.00 - 01/12/2011: Original Posting
-------------------------------------------------------------------------------



[#CNTC]                         =Contact=
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
If any information in this guide is wrong or can be expanded upon (such as
filling in any blanks) please let me know. Any additional or better strategies
for anything are welcome as well. Credit will be given were it's due.

E-mail- rumptha[at]gmail[dot]com