Dead Rising - Infinite Mode Strategy Guide
Written by Xylymphydyte
Version 1.00 - Presumed Final
8/12/2006   Guide Started - Version 0.25
8/14/2006   Basics Nearly Complete - Version 0.75 First Upload
            Typo Fixes, Additional Foods and other notes - Version 0.85
8/15/2006   Basics Complete, Tpyo Fxies, Food Charts Completed, Static Mall
            Listed, Formulas, Additional Notes and False Information Made Not
            So False Anymore - Version 0.95 Reuploaded
            Additional Errors and Typos Fixed, New Hosting Allowances (,
            woot), Additional Psycho/Survivor List, Partially Tested but More
            to be Done - Version 0.97 Reuploaded
8/17/2006   Additional Typo Fixes, Minor Updates to Various Locations, True
            Ending Information COMPLETELY Correct - Version 0.98 Reuploaded
12/20/2006  Typo Fixes, Closure of Psycho/Survivor List, Simply not Viable to
            Complete with Any Certainty.  Final Planned Update - Version 1.00
            Future Updates Possible if Startingly New Information Surfaces,
            Major Game Updates such as Saving Implimented or Hell Freezing Over

-# Table of Contents #-

1. Introduction
-1.1 Game Description
-1.2 Infinite Mode - About
--1.2.1 Infinite Mode - How To
--1.2.2 Suggested Requirements

2. Gameplay
-2.1 Controls
-2.2 Special Moves
-2.3 Zombie Evasion 101

3. Surviving Infinite Mode
-3.1 Important Items
-3.2 Things To Do First
-3.3 Tactics and Strategies
--3.3.1 An Efficient Path
-3.4 Psychos and Survivors
-3.5 Safe Spots

4. Food
-4.1 Food! Food! Food!
--4.1.1 Static Food Locations

5. Legal Mumbo Jumbo, Contact Information and Credits


-# 1. Introduction #-

Dead Rising.  Zombies.  Lots of them.

I would like to add once again that this is intended to be a guide, not a bible
of zombie survival.  Use what works for you and ignore that which you feel is

 # 1.1 Game Description #

Dead Rising is an Action Survival game from Capcom, the masters of Survival
Horror and all things undead.  Boasting as many as one thousand zombies on
screen and more weapons than you can shake a stick at... which oddly isn't an
available weapon.

Dead Rising pits you against uncountable zombies in a battle for survival while
you, as Photojournalist Frank West, attempt to solve the mystery of the why and
how of this undead infestation.  Events span from one location to another in
the scenic Willamette Mall saving survivors and fighting mysterious foes who
attack with an unknown intent.

 # 1.2 Infinite Mode - About #

Infinite Mode is the most appealing side to Dead Rising, in this author's
opinion.  This is the game that many people have been waiting for.  This is the
game that many people purchased the system for and this is the mode they were
looking for, however, it might not be quite what they were expecting.

In this gameplay mode your challange is to survive, pure and simple.  It is not
a sandbox mode, it is something of a misnomer.  Survival Mode would have been a
much better title.

Your health continually degenerates at a rate of one point every 100 seconds.
That's a loss of one block every minute and fourty seconds.  Your PP bar is
replaced by the current percent remaining of the current health block, it turns
yellow for this mode and slowly reduces, one tick every second.  Any damage you
take from attacks that do not reduce an entire blocks is reflected in this bar.

The goal you are going for, as stated, is to live.  With your health constantly
dropping you will be looking for food at all times, but we'll get into that
with the rest of the guide.

A side benefit to Infinite Mode is that many Achievements can be acquired here.
This includes ones only available in this mode such as 5 and 7 Day Survivor as
well as such ones as Peacekeeper, Punisher, Car Jacker and the various other
killcount related ones such as Zombie Genocider.

 # 1.2.1 Infinite Mode - How To #

Unlocking Infinite Mode requires you achieve the True Ending, or 'ture ending'
as the achievement states.  This is a subject of much debate, those of you high
on the Survival Leaderboard are sure to realize how many people are seeking
information on this.  In one day alone on the second page of this board, this
author has recieved no less than six messages and chat requests on Live asking
about how to unlock it.

To achieve the True Ending you must complete the following:

A. Complete ALL case missions up through The Facts.
B. Talk to Isabela in Carlito's Hideout both before AND after the 10am 
C. Get back to the Heliport by noon and be ON the helipad, that's two hours
   after the cutscene with Brock, the militant leader.
D. Completing those unlocks Overtime Mode.  Complete Overtime Mode.

Finishing all of these requirements will give you the True Ending and unlock
Infinite Mode.

My apologies to those of you who had a bit of extra challange during Overtime
Mode avoiding capture, this is not required as pointed out by Kanemura of
GameFAQs and Gigax of my own crew.

It strikes the mind that the conversation after the last case would key one in
to the fact that one should stick around Isabela until otherwise suggested.
Along the lines of "we should sit tight until the military does their thing
before making our move".

 # 1.2.2 Suggested Requirements #

While these are by no means requirements to unlock or play Infinite Mode, this
author suggests that you meet these before attempting to get your 5 and/or 7
Day Survivor achievements.

Level 50:
I state this for obvious reasons.  For this author's tactics you'll need AS
MUCH health and inventory space as possible, plus, all special skills have
their functions in various places.  Maximum strength is very useful as well for
not only killing the zombies and other enemies but for knocking them back in

Knowledge of all special attacks:
This may seem fairly obvious but is no less a requirement.  Knowing when, where
and how to use all of your abilities is key to any survivalist's hopes and

The Lay of the Land:
Obviously vital is to know the mall pretty well inside and out.  I will be
refering to locations by store and plaza name for the most part, be ready to
check your map.

Zombie Genocider:
It is fairly obvious that most people will want to get this achievement via
Infinite Mode, but the fact of the matter is, it is easier to get this through
72 Hour Mode, ignoring the story and running zombies over in the Maintanence
Tunnels.  See Holy Dragon Nall's video easily found on the forums here for
the how-to on that.  At any rate, Zombie Genocider nets you a nice reward:
the Real Megabuster, an INSANELY powerful ranged weapon with interesting

The Buster spawns in the same room as the rest of the unlockables on the floor,
near the vent you leave to the Warehouse through, in the corner.  It has 300
rounds and respawns as long as you are not carrying it at the time, you can
only ever have one in your posession at any given time.  Its blasts have to be
lead a bit as they have a slower travel time, however, they have no range limit
and have enough power to drop most psychos and survivors in one to ten shots.
This power coupled with the huge clip in addition to the fact that it has
incredibly accurate autoaim up to about 30 meters and you have a weapon that
you can fall back on regularly throughout Infinite Mode.

Patience, Something to do and Exclusivity:
To get the 7 Day Survivor Acheivement you need a total of 14 hours of
gameplay time NOT including loadtimes.  Your system is probably going to be 
left on overnight at least once paused, you cannot save.

You'll need at least one metric asston of patience to handle all of the time
you'll be standing completely still just waiting for your health to drop before
eating more food.  This is the majority of the time when going for a score of
survival time.

You'll probably want something to do in the meantime, I, for one, am writing
this guide while standing about watching my health slowly decrease.  Do not
become too enthralled in your other activity though because you do not want to
starve to death because you forgot to press X.  May I recommend Monster Hunter
Freedom for the PSP?  Or perhaps some classic RPG remakes on GBA or DS.  Maybe
a book for you uncultured sods.

Anyway, the third key point, Exclusivity relates to the fact that you do not
want to get six days in and have your little brother pick up the controller
while you are in the restroom or the like.  This is a massive investment of
time.  It would be best to have your system setup somewhere it will not be
getting too hot and will not be tampered with.  It is also highly recommended
that you have a wired controller so as not to waste batteries or have the game
pause from the controller turning off, doubtlessly unattended for stretches of
twenty minutes.

gravionGR of GameFAQs recommends the following:

I actually find the auto off feature of the Wireless controller quite handly,
right after I eat a food piece, I can set the controller down and do whatever
I want without fear of dying, because once the controller turns off, it
automatically pauses the game and you cease to lose health. You'll lose almost
10 bars of health before the controller turns off and pauses.

Obviously having rechargeable batteries handy helps for this so you aren't
just wasting money on alkalines or something.

I had completely forgotten rechargeable batteries when completing this as I 
have yet to get a Play and Charge kit.  This is an excellent point.

Also continually pointed out is that you should make SURE that the auto-off
feature of your Xbox 360 console is turned off when attempting this.  After
several hours of inactivity the system will shut itself off causing you to
lose all of your progress.  I had thought this self evident but evidently not.

Additional suggestions have been made ranging from using a timer or alarm clock
to gauge how long before you need food again to playing in shifts with a
friend.  I will be frank with you, use whatever method of time keeping works
for you.  Generally speaking I have a good sense of time minute to minute so
such a thing never crossed my mind, I had also dedicated a weekend or two to
playing the game and writing this guide so the need to be elsewhere was not


-# 2 Gameplay #-

Dead Rising.  Buttons.  Not as many of them as there are zombies.

 # 2.1 Controls #

To be completely honest, if you're attempting Infinite Mode, you should already
have a grasp of these.  But just for the sake of argument...

Left Joystick -         Movement
Left Joystick Button -  Attack Modifier
Right Joystick -        Camera Control
Right Joystick Button - Camera Recenter

D-Pad Up -              Equip/Unequip
D-Pad Down -            Drop Equipped
D-Pad Left -            Watch
D-Pad Right -           Answer Tranciever (No Function in Infinite)

A Button -              Jump
B Button -              Context Action
X Button -              Attack (Hold for Secondary)
Y Button -              Call to Survivors (No Use in Infinite)

L Trigger -             Camera (Recenter Camera in Infinite)
L Bumper -              Previous Inventory Slot
R Trigger -             Manual Aim/Throw Aim
R Bumper -              Next Inventory Slot	

While the Tranciever holds absolutely no function in Infinite, the Call to
Survivors ability is intact, but useless.  However, feel free to yell a lot as
you run around.  It will not help anything, but it will not hurt anything

 # 2.2 Special Moves #

Once again, you ought to know these.  But here goes, straight from the Status
Screen, plus some personal notes.

|Jump Kick
|This skill allows you to kick during jumps.
|It is useful in clearning a path through crowds of
|Press X in mid-jump
|While not particularly powerful to start with, this attack ends up being more
|than just beefy, it is useful too.  It often one-shots zombies at max level
|and is just wonderful, as noted, for clearing paths.  The zombie struck will
|often knock more in its path down.  A must for surviving.

|Zombie Ride
|This skill allows you to climb on unsuspecting
|You can even walk along the top of zombie crowds.
|Press A while pushing the L Stick toward nearby
|standing zombies.
|Unsuspecting is a bad word for this, though it does have its merrits, at first
|glance it will seem more like a gimmick than a functional move but look
|closer.  Zombies will often get a hold of you when you attempt this move which
|is why it is recommended to attempt this from a zombie facing away.  Tightly
|packed crowds can be traversed easier with this ability than attempting to
|skirt them without clearance or hack through them without an appropriate
|weapon.  Also, you can jump from the shoulders of these zombies and this is an
|important ability for Infinite Mode since there are more than a couple places
|where food is hidden on top of this or that and the only possible way to
|acquire it is via Zombie Hop.

|Kick Back
|Skill used for evading zombies.
|When grabbed by a zombie, repeatedly push
|the Left Stick in the direction Frank is facing
|to deliver a kick to the attacker.
|When executed properly this is handy at best.  Most of the time you should be
|more concerned with simply escaping a zombie's grasp.  Besides, why did it get
|ahold of you at all?  You're supposed to be evading them!  I would recommend
|simply jamming the joystick randomly as fast as you can unless you can
|confidently pull this off.

|Flying Dodge
|Ultimate evasion skill.
|Push the Left Joystick in the same direction twice in rapid
|succession to throw yourself in that direction.
|You are invincible at the beginning of this move,
|but the end will leave you open for a moment.
|While useful on occasion I could do without this move.  It is often activated
|by accident when trying to edge toward that apple on the ground resulting in a
|headlong dive into a group of zombies.  It is, however, handy for getting
|behind cover when someone is shooting at you, or barely dodging the occasional
|explosion.  Be careful when resuming from pausing as if you released the Left
|Joystick before entering and press it again in the same direction immediately
|after coming out, you will often activate this.  If you are holding an item
|that cannot fit in your inventory when this is activated you will drop it at
|the point you first dive. Also, isn't it funny how they jump from making FRANK
|do something to making YOU do something?

|Power Push
|Avoid zombie attacks with this skill.
|When grabbed by a zombie, repeatedly push the Left Joystick
|to the right or left to repell the attacker and
|escape danger.
|Key phrase "left or right".  This means that you can escape that much faster
|hitting left AND right.  Now stop getting grabbed.  That is all.

|Football Tackle
|Make use of Frank's burly physique with this fierce
|tackle skill.
|Press A while clicking the Left Joystick Button.
|This would be useful... if it wasn't useless.  The power and knockback is
|undeniable, but the long recovery time afterwards is inexcusable.  It is
|most definitely worth avoiding using this if you can help it.  I won't even
|go into it.  There are a few laughs to be gained executing this into walls.

|Judo Throw
|This powerful skill calls upon the art of Judo
|and takes out zombies with style.
|When grabbed by a zombie, push the Left Stick downward
|repeatedly to toss the attacker over your shoulder.
|One direction again, though, this is actually quite useful if you can pull it
|off regularly.  Not only do you instantly kill the zombie in question and rip
|their forearm clean off, but it throws them further and more powerfully than
|most of the other escape moves.

|Double Lariat
|Utilize Frank's upper body strength by extending
|both arms and spinning in place rapidly to knock
|down surrounding enemies with this skill.
|Press X while clicking the Left Joystick Button.
|This is an excellent move, but make note to unequip your weapon when you
|activate it, especially if you intend to keep it.  Upon completion of your
|spin you throw whatever item you currently have out.  This attack does massive
|damage to the enemies though it is still unclear if it is hitting their weak
|points.  You can generally aim where it goes and it is a great group clearer
|but be aware that you are somewhat vulnerable during the last rotation.  The
|hitboxes exist on his fists exlusively, even the wimpy final slowed rotation
|does full damage and makes the zombie in question look like a weakling.

|Roundhouse Kick
|Unleash a powerful kick just as you land with this
|Press X at the exact moment you contact the
|ground following a jump or drop from a higher
|A handy attack if not absolutely incredible, with a secondary use that most
|aren't savvy to:  if you press down when you activate it ala the Kneedrop you
|can execute a Legsweep kick which, while ever so slightly slower, has a much
|wider range of attack but knocks zombies a much lesser distance.  The best
|time to execute this attack is directly after a Jump Kick or Somersault Kick
|but it is never too bad of an idea to hit if there's a zombie in range and you
|need some room.  This can also be executed during the Flying Dodge.

|Lift Up
|Lift a zombie and give them a toss with this skill.
|While facing a zombie, simultaneously press
|X and A without pushing the Left Joystick.
|Then, press X again to throw the zombie
|Fairly useless.  It has an extremely slow animation for both lifting and
|throwing.  The damage from it is acceptable, instantly killing the thrown
|zombie and usually killing any it hits but its range is simply abysmal.
|There are better options if you're looking to toss a zombie, if not as
|leathal, it's always more important to keep some room around you than it is to
|actually kill the zombies.  Further, attempting to do anything at close range
|to the front of a zombie is almost always a bad idea.  Invulnerable while the
|lifting animation plays out.

|Knee Drop
|Make zombies eat dirt by bringing your knee
|crashing down on them with incredible force.
|During a jump, press X while pushing
|the Left Joystick downward.
|This is also an excellent move, one of the best in the game.  Its uses are
|much deeper than damage.  Primarily to save yourself damage jumping from
|heights.  If you activate this you can fall ANY distance without taking one
|iota of damage.  The problem there is that many banisters and railings in the
|game will result in FALL animation as you crest them, not JUMP animation.  It
|can only be pulled off while in JUMP animations.  Further, it does excellent
|damage and can usually oneshot whatever you hit with it, usually, asside from
|psychos and survivors.  It is perfect for killing fallen zombies, damaging
|other fallen enemies, killing zombies feeding on survivor or psycho bodies and
|making messes of said bodies.  It can also easily break open boxes if you are
|wanting a weapon from it; two Kneedrops will break a garbage can.

|Grab your opponent and send them flying.
|Facing a standing enemy's back, simultaneously
|press X and A without pushing the Left Joystick.
|This can be handy for a number of reasons.  First off, you can aim where you
|throw the zombie, secondly, while you're in the aiming portion of the attack,
|you're invulnerable, so it can be useful if you're getting surrounded to both
|catch a quick chance to at least blink and then clear a path through the
|masses.  It is also executed from behind the zombie making it much safer than
|lifting them.

|Wall Kick
|Use your momentum from kicking off a wall to
|deliver a punishing kick to zombies with this skill.
|Press X while pushing the Left Joystick in the opposite
|direciton of the wall at the moment you make
|contact with it.
|I really really wish this attack was more useful because it just looks so damn
|cool.  It is one of Frank's many flat out Ninja qualities, but rarely has
|opportunity for use.  While it does do excellent damage it leaves you open for
|a moment on landing and really lacks easy accuracy.  You fly in the direction
|you guide the joystick away from the wall.  This allows for some great
|accuracy but is difficult for regular use.  It can, however, pull you out of
|some tight situations and help you traverse especially packed, tight halls.

|Hammer Throw
|This skill allows you to grab a zombie and give
|them a good shove.
|Press X and A simultaneously while standing at a zombies side.
|Choose a direction to push with the Left Joystick.
|This is similar to the Supplex in functionality and, to be honest, is usually
|what I am going for when I activate the Supplex.  The zombie tossed runs about
|25 or 30 feet before stumbling to it's face if it does not hit a wall, which
|is infinitely amusing.  It knocks down any zombies in its path but rarely
|kills outright.  The zombie tossed and all who are contacted usually survive.
|Clears a decently wide path.

|Neck Twist
|This skill allows you to grab a zombie's head and
|give it a brutal twist.
|Stand near the head of a fallen zombie and
|press X and A simultaneously.
|Am I the only one who learned the meaning of 'simultaneous' through video
|games when I was much younger?  Anyway, another of Frank's especially Ninja
|moves.  It isn't particularly useful asside from the PP bonus it nets in 72
|Hour Mode and the fact that the zombie it is used on is most very dead.
|However, it has the bonus of several seconds of invulnerability while active
|which is always a handy thing to have.  The problem here is that there is
|rarely a zombie on the ground within easy reach to use it on.  It looks
|absolutely badass though.  Note how the head has physics attributes!

|Giant Swing
|Grab a zombie by its rotten ankles and take it
|for a spin with this over the top skill.
|Stand near a fallen zombie's feet and press X and
|A simultaneously.
|A little slow on the uptake and it is rare that you will have a chance to use
|it, this attack packs quite the wallop but comes with some nasty detriments.
|You can clear out some massive crowds using this but you had best be careful,
|if you spin about with a zombie too long you will be dizzed for several
|seconds afterwards and completely defenseless.  So either toss the zombie
|only a couple rotations or make SURE you clear everything nearby out.
|The dizzy zombie will always be killed.  You can be hit while spinning causing
|both damage and resulting in the weaponized zombie being dropped.

|Face Crusher
|This skill allows you to grab a zombie by
|the scruff of the neck and smash its face into the
|Press X and A simultaneously while pushing the Left Joystick
|toward a zombie from behind.
|Yet another attack that's primary functions are split up between a nice PP
|bonus and several seconds of invulnerability.  Asside from that, not too
|handy.  Zombies contacted while in the animation are often knocked down but
|this is not something to rely on for clearing space.  More Ninja-ness.

|This skill allows you to quickly thrust a hand inside
|a zombie's body and yank out their putrid organs.
|Push the Left Joystick toward a zombie from the front while
|simultaneously pressing X and A.
|Absolute, complete and total Ninja.  PP bonus and invulnerability on this
|attack, just like many others, but if you're fast enough you can use this to
|avoid a zombie's incomming lunge.  Deals high damage to psychos and survivors
|as well as instantly killing zombies in all situations as well as Cultists and
|SpecOps in the story modes.

|Somersault Kick
|This skill allows you to unleash a kick so powerful
|that it can decap a zombie in one hit.
|Press A to jump, then immediately press X.
|This is a tough one to master, there's about 100 miliseconds in which you can
|activate it.  It does, however, instakill most any zombie, even the hardhat
|jerks.  Deals huge wads of damage to boss-types and looks freaking smooth,
|especially if you pull off a Roundhouse Kick directly after it on one of those
|zombies who stands for a couple seconds after being decapitated.  SpecOps are
|immune to this as it strikes the head.  Ninja.

|Karate Chop
|A properly trained fist is more powerful than any
|blade.  This incredible skill demonstrates the
|ancient art of karate at its most brutal.
|Press X to unleash the attack on zombies behind
|This replaces the backhanded fist attack once acquired, and is much better.
|Not only does it usually one-shot zombies but it SEVERS LIMBS!  More Ninja,
|amirite?  When surrounded, this can actually be quite useful when nothing else
|is easily available, just keep holding in the opposite direction Frank as
|facing to attack behind with it instead of pawing away at the face of zombies
|in front of you.  Not really a room clearer but something to clear some room,
|if you get my drift.

|Zombie Walk
|Only those who have observed and mastered the
|art of zombie movement can utilize this skill.
|Blend in with the crowd with the ultimate deception
|and keep their attacks at bay.
|Continuously hold X.
|Disembowelment, dismemberment, decapitation and now STEALTH! Frank is the
|zombie slaying shadow.  This skill makes his face look six kinds of funny
|while allowing you to move unimpeded about your business.  Sorta.  You're
|abhorrently slow when using it, you have three different idle animations and
|three different walking animations, the latter of which can be switched at
|random by stopping for a moment as you attempt to get the fastest one.
|Helpful if there is food RIGHT OVER THERE but you've only got one or two
|blocks left and do not want to chance it.  That situation is not likely to
|crop up in Infinite.  Keep in mind that some zombies want to come over and
|give you a test thwack if they were already agro'd before you activated this
|skill.  Also, you have to have no weapon or item equipped to activate.

 # 2.3 Zombie Evasion 101 #

Zombies are a number of things.

They're slow, they're stupid, they're generally docile from a distance, they're
easily distracted and they're individually weak.

However, zombies have many other facets.

They're tireless, they're relentless, they're aggressive close up, they're 
tenacious and they have the advantage of numbers.

Your first instinct will, of course, be to clear them out, kill them to make
way so you can travel, but this is often a mistake.  Fighting zombies puts you
on their ground most of the time.  Ranged weaponry is good against them, but
how many more bullets do you have?  Melee can be effective, but how long until
that bat breaks or they get their hands on you unawares?

Evasion is the first step to survival.  If they can't hit you they can't hurt
you, if they can't hurt you they don't waste your healing items and they don't
kill you.

The zombies are greatly lacking in attacks, they have but a few and all are
generally easy to avoid, their only real strength over you is their simple,
overwhelming and crushing quantity.  But you have agility, speed and smarts.

I hope so at least.

But hey, that's why you're here at Zombie Evasion 101, isn't it?

The zombies' primary form of attack is to simply lunge at you, attempting to
grab you in a strangle hold or in some way mangle you.  This is a slow attack,
you can see it coming usually but they're often unpredictable, spinning 180 to
suddenly latch onto your neck or simply catching you when you're looking away
for a short moment.

The lunge attack can generally be avoided simply by running a bit wider bearth
around them than would be normally considered necessary, but when that is not
possible, jump.  Jump a lot, jump and kick them in the face, but be aware of
the slight lag upon landing after a jump kick.

Be quicker than them, you can run faster than they can turn, if one nearby is
lunging at you and you have no where to jump, simply turn and run around them
the opposite way around them as they're actually turning.  This can just as
often have disasterous results though due to the random times where they will
turn extremely quickly or change direction suddenly.

If you're exceptionally quick on the reaction you can Somersault Kick them or
Disembowel them before their lung animation can actually cling to you, though
the latter is very difficult to time, sometimes desperation breeds alacrity.

A failed lunge will often result in the zombie falling to the ground, but they
will still attempt to claw you on their way down.  This attack is very
regularly simply unavoidable.  You've just jump kicked and are still recovering
from the landing or jumped and didn't quite make it far enough.  At any rate,
if you avoided a lunge appropriately, then this should not be a problem.

Swiping can, however, pose a threat.  The zombie's battering swipes can catch
the most aware of people off guard if they're expecting a lunge.  While the
damage from these attacks is minimal, normally, in Infinite Mode it can be a
serious problem since healing items are so very limited.  They'll usually take
off between a quarter and half of a health block if they manage to slash you
with their undead mits, yet another reason to keep them at chainsaw's length.

The more lithe female zombies can also pose more of a threat than you would
expect.  While this author is still unsure as to whether it is their smaller
frame combined with the same animation or simply because of their preference
for Frank's Spicy Links but their lunges can often land a grasp on you from
distances you would be shocked by.  If skirting zombies, be sure to give the
women an extra bit of range.

Knives, batons and other melee weapons rarely pose as much of a threat as even
the zombie's fists, they are generally slower but they hurt much more.  It is
best to either jump kick these zombies if you need to pass by them or look for
a safe route.  An entire block of health will be sheared from you for every
slash, bash or slam.

Queen carriers have a bonus attack few people notice being that they keep their
distance.  These zombies can be most easily picked out due to a glowing red
spot on the backs of their heads as well as their erratic movements, as if
they are trying to catch an invisible butterfly in front of their face, and
then suddenly need to scratch the back of their heads but their destitute
zombie limbs simply can't reach it.  This should not be confused with the
zombies who seem to be fascinated by their own hands.

These zombies won't move around but they're immune to the effects of a tossed
queen in a jar and they will see through your zombie walk act.  That's when
they unleash their attack, a close range blood vomit that while not
particularly powerful does cause you to cough and spit for a moment giving
other zombies a chance to get their mits on you.  Just keep at range and they
will never pose a real threat.

Another thing worth mentioning about zombies is the larvae that spew forth when
zombies are killed by a trapped queen.  During the day they are innert and
absolutely harmless, however, at night they glow bright green and fling
themselves at you relentlessly for a short time before they die, outside of a
host body.  Their damage is relatively low, but any damage is bad in Infinite.


-# 3. Surviving Infinite Mode #-

So you want to stay alive in Infinite Mode?  Perhaps in normal gameplay? These
guidelines can apply to any mode honestly.  Playing through 72 Hour Mode with
these skills, items and suggestions can almost feel like cheating, but hey
that's when you know you're good, right?

 # 3.1 Important Items #

While your stats play a big role in how well you will survive, items are of no
less importance.  You'll most definitely want all 12 inventory slots for
Infinite Mode and I'm going to tell you why now.

On average I end up carrying six books and three weapons in Infinite Mode. In
72 Hour Mode I'm more apt to skip out on the Health books since there's healing
items everywhere, though really, the Health books are ridiculously useful.

These include, as follows:

Found in Bachman's Bookporium in Paradise Plaza, adds durability to
construction related items and tools.
Found in Bachman's Bookporium in Paradise Plaza, adds durability to
entertainment related items.
-Criminal Biography
Found in Sir Book-a-lot in Wonderland Plaza, adds durability to bladed weapons.
-Health 1
Found in Sir Book-a-lot in Wonderland Plaza, adds +50% to the effect of food.
-Health 2
Found in The Sinister Read in Entrance Plaza, adds +50% to the effect of food.
Found in the empty store next to Crislip's Home Saloon, adds +100% effect to
health restoring items.

Acquired via the Zombie Genocider achievement.  Extreme power, 300 shots.
-Small Chainsaws x2
Found off of Adam, the psychopathic clown in Wonderland Plaza.  One is
sufficient but you can never be too careful.  The Engineering, Entertainment
and Criminal Biography books give a multiplicative total of 27x durability to
these badboys making them last between 3000 and 4000 zombie kills.
-Laser Sword
Not really a requirement but acquired via the 5 Day Survivor achievement.  This
weapon has exactly the same attack strength as the Megabuster, it has the exact
same attack style as the katana but with extended range and rather than slicing
them in half it merely dismembers limbs or heads.  Its secondary hold X attack
is most powerful and helpful, you thrust forcefully with the blade at waist
level and its blade extends outward a ridiculous distance.  It is not affected
by any books that I have seen thusfar and lasts a nice, round 300 zombies
making it the exact melee equivalent of the Megabuster.

Performing the Double Lariat with the Laser Sword is ABSOLUTELY TERRIFYING.
Frank spins around as per normal but the blade exents outward into the range of
ten or fifteen feet, slicing and dicing every zombie near you with extreme
predjudice.  Be prepared to recollect the weapon afterwards since you will be
hurling it as soon as you finish spinning.

The remaining space is for foods.  However, one could quite likely get by with
only one chainsaw, or even none and trash the books related to them.  It comes
down to personal preferance, and I prefer to be prepared no matter the problem.
So much so do I prefer this that in my current game I am playing as I write
this I am carrying all three of the chainsaw books and have yet to see Adam to
actually acquire them, it is well into day 3.

 # 3.2 Things to do First #

So you have just begun Infinite Mode.  Obviously, the first thing to do is not
die.  But you will want to gather a few items for your upcomming stay in
Willamette Mall if your hopes for survival are to be anything more than bleak.

Your absolute FIRST priority is to collect the healing bonus books, locations
outlined above.  These books will litterally triple your survival time.  An
item worth 1 point is now 3, an item worth 4, the most common quantity as far
as number actually available in the mall, is now 12 and a full heal.

You may also want to gather Entertainment, Engineering and Criminal Biography
as well as checking Wonderland Plaza on the first day to take out Adam and get
his chainsaws which can be an awesome boon during your playtime.  He usually
shows up only at night as the first day ends. They are technnically inferior
to the Laser Sword but they are much better weapons.  Able to cut a swath
through the thickest collections of zombies effortlessly and safely and with
all three books they last forever.  However, that would be five inventory
slots taken up and they are far from required.  During most of my runs I've
not seen him.

The Sniper Trio should be in Leisure Park immediately, they are good for a
full day of food once you have cleared every other zone and gathered your
books.  Kill them and head to the roof safe spot.  They will drop a lot so be
sure to bring the pizzas and cookies up first, then hold onto the fruit so it
does not roll away.

From here on out you will essentially be on your own since currently, tracking
exactly what occurs in every zone at every day with any form of accuracy
considering the random elements that appear to be in the game will be both a
massive undertaking and possibly impossible.

 # 3.3 Tactics and Strategies #

First thing is first.  Since you're simply trying to survive you will be doing
a lot of standing around.  This introduces your first enemy, boredom, but I've
already mentioned this in an earlier section.  Your next enemy is glare.

And I don't mean those frightening, empty, baleful, glowing-eyed stares the
zombies give you, I mean monitor or TV glare.  This can be a massive issue in
any game with a lot of darkness as I'm sure you are aware.  You can deal with
it however you like or simply tough it out, but sometimes, that one section of
the screen you can't see is exactly what gets you killed.

With that out of the way let me begin with a few key rules to making your stay
in Infinite Mode a long, if boring, one.

Firstly, avoid gathering ANY food from the mall's floors if possible outside
of an initial two or three to keep you going until taking out a psycho.  Any of
it.  It will be tempting to snag that orange juice Colombian Roastmasters or
the Coffee Creamer in several of the theaters, but leave it unless you have
absolutely nothing else, be minimal in the usage of it to a fault.

Your goal is to hunt psychos and survivors for their food, this is why I
suggest as requirements being both level 50 and having completed the Zombie
Genocider achievement for the Real Megabuster.  The Real Megabuster is your
best friend.  From here on out refered to as simply '(the) Buster'.

I will assume at this point that you are at least somewhat aware of what each
psycho is capable of, the survivors are lesser threats overall but they tend to
have a TON of health.  To give an example, Carlito in the Food Court with his
P90 dies in one blast from the Buster, however, Brad took nearly 15 shots to
down.  The survivors are thankfully nearly as stupid as a zombie.

Once you find a psycho or survivor try your best to defeat them from a distance
if at all possible.  Any damage they don't deal to you is a bit longer you can
survive.  After taking them down, gather up all of the food from them that you
can carry, if there is more than you can hold, head to a safe point and drop
some of your food, go gather the rest and bring it all back.  If it is a sloped
location, be sure to drop foods that do not roll.  Rolling foods include mixed
drinks, round and cylindrical fruits, veggies and jugs to a small extent,
though you will rarely have to worry about them escaping.

Now that you've got everything in one place, the waiting game begins.  As Max
Brooks so astutely points out in his Zombie Survival Guide, your greatest enemy
is boredom.  Do NOT fall to temptation to go kill some zombies just to end the
monotony, unless of course you are near the Security Room and have a good deal
of Buster shots remaining.  In which case, feel free but do not spend them all.

In the mean time since you are not expending any excess ammo, grab a book,
watch a movie, play a handheld game or pick that crap out from under your
fingernails.  Find something.  But do not forget to keep an eye on your health.
Custom soundtrack helps with the boredom a lot as well as every other action
you may take.  I do not know about you, but I work better with music.

When you are down to your last two or three blocks, watch it like a hawk, at
the very least glance up every 10 or 15 seconds so as not to lose track and
drop dead from starvation at 4 days 20 hours.  You can stretch your survival
by a few minutes game time every heal by waiting until the last 10% or so of
your last hit point before dropping a full heal.

Eat items of lesser recovery value first, save full heals for later and your
travels.  You may want to save a half heal item as well just in case you take a
good deal of damage traveling about and need something to tide you over in a
fight.  It is not worth risking dying because you cannot make full use of a
healing item.

Continue your loop searching every portion of the mall and eating what food you
find until about day 7.  The psychos and survivors tended to reappear as the
midnight point passed by up until this day, however at this point I noticed
that the psychos and survivors seemed to completely stop spawning.  No amount
of fine-toothed combing showed any results.  Not even droids.

Continue your search, do not lose hope.  When you get down to one full heal
item, snag a few items from the mall but make note of from where you acquired
it for future reference of where foods are as well as to avoid searching the
same location this game over and over.  Also, feel free to chow down on 1
point base value items such as Snacks and Baguettes as you pass through now to
refill a portion of your deteriorating stamina.

Even after my current high of ten days, I never gave up hope of finding another
psycho or survivor.  I am sure most of you will be quite content at 7 days,
perhaps only 5 days, but in a survival situation, hope is all important.

After you have exhausted all psychos, survivors and the mall's stocks, simply
find a safe place to wait out your final hours.  There is no reason to lose
your cool and go on a zombie slaughtering rampage, perhaps reducing the time
you have left.

A few Tips and Tricks worth mentioning include the fact that your Knee Drop
move will allow you to avoid any and all fall damage.  Secondly, be sure to hop
off of lower edges, this allows you to hit the ground running as opposed to
falling slowly, staggering upon landing and being left open much longer than
is preferable.  Weapons always respawn, be sure to replace them whenever is
possible to have maximum durability and also remember that items like books and
the uzi will respawn if you drop them before reentering the zone, this allows
you to free up a small amount of inventory space temporarily by dropping a
chainsaw book or snagging a book for the skateboard, for example, for a short
period before dropping it again as soon as you finish with it.

Snag Queen Bees if you have the open slots.  What essentially is a Zombie
Specific Grenade is infinitely helpful, especially in traversing North Plaza
and Wonderland Plaza.

You have access to the Maintenance Tunnels from the moment Infinite Mode starts
as if you had the key, however, this is not of much use since you will want a
vehicle from the moment you enter them along with the fact that you will rarely
have need to enter the tunnels outside of checking the warehouse and Meat
Processing Area, both of which lack direct access doors in this mode.

You have access to the short cut between the Women's Restroom in Paradise Plaza
and Wonderland Plaza from the moment Infinite Mode Starts, this can be handy

AbjectVasharan comes through again with a tip, however, I believe it will only
apply to users on HDTV's and monitors:  At about 5% remaining of the PP
replacing healthbar degeneration the entire bar shrinks vertically a small
amount and becomes a bit dimmer.  If you watch for this point to consume full
heals you can safely eat any foods in the time remaining as well as get
maximum use out of them.

It would be suggested to watch for this effect on hit points before the final
one, it occurs on them all.

 # 3.3.1 An Efficient Path #

Here I will outline the path that I took to be able to hit every zone quickly
and with minimal redundancy as well as being able to stop and replace my Buster
as well as my Laser Sword after passing 5 days.

The best way to locate Survivors and Psychos later on is to watch for their
highly visible nameplates which show up from extremely long distances.

It is assumed you have made your first search, gathered the books and collected
food at this point.  A walkthrough, step by step, would more than simply defeat
the purpose of surviving, it would also be pointless since many factors can be
random or impossible to start with.

Take a quick glance around and head into the Security Room.

Security room
There can be psychos and survivors here, if you took someone
out on the roof, there may be someone here.  No need to check the side rooms.
Head toward the Entrance Plaza door, be careful as you pass through the zombies
if they've gathered here at this point.

Entrance Plaza
You should start at the south end, traveling from this end to
the north will let you see if any nameplates pop up easily, I have yet to see
someone actually inside of a store.  For ultimate safety head downstairs to
Sports High and grab the bicycle, travel through to the Al Fresca Plaza exit by
way of the second floor to be sure not to miss someone.

Al Fresca Plaza
As you enter, keep right.  There will be a bicycle here which
allows you to easily cross the zone.  If there is someone here it will be very

Food Court
Keep an eye on the upper floor as you pass through, the top
balconies where Carlito wields his P90 is the most likely location to see a
survivor, but you are also likely to see Steven on the ground floor, do not let
your guard down.  Continue straight through.

Wonderland Plaza
This zone can be an irritation.  It's wide and long, it is
more possible to miss opponents here than most other locations and may require
you backtrack a bit to be sure you saw every location well enough to notice a
name plate.  Safety here is an issue, do your best.  Head north west into 
North Plaza.

North Plaza
Safety here is an issue, as is the amount of backtracking you'll
want to do to be sure of survivors.  I recommend traveling along the southern
path of this plaza's loop, taking a glance along the north route.  Head into
the small path leading back to Huntin' Shack to check for Cletus, glancing
along the north path again.  Continue through to Crislip's Home Saloon.

Crislip's Home Saloon
The hardware store, for you laymen, is small and easy
to check. If a survivor is here they are almost always behind the counter.  It
is easy to miss them since name plates do not appear until a few seconds after
your time stops displaying.  After being sure, step back to North Plaza.

North Plaza
Head directly to Frank's left out into Leisure Park.

Leisure Park
Keep an eye out for the convicts, they like to respawn and the
size of this place with the number of zombies and trees prevents nameplates
appearing sometimes, however, the convicts lack them anyway.  Move through to
the Maintenance Tunnels in a timely manner, glancing about for targets who may
be carrying a tasty snack.  Take a vehicle before entering.

Maintenance Tunnels
Hang a left and head towards the Meat Processing Area, being sure to be aware
of Carlito in his van, should he show up.  He drops quickly to the Buster so
no need to be too worried, just cautious of damage.  Enter the Processing Area.

Meat Processing Area
This is a tight location and suffers the same problem as
Crislip's as far as missing survivors.  You can scout the location and walk out
before nameplates can appear.  Check it up and exit.

Maintenance Tunnels
Skirt the zombie horde in front of you and grab the truck.  Head down the road
and take your first left, then a right.  This is the warehouse where both
zombie Brad make appearances as well as the Maintenance Tunnel key.  Rarely
someone will be inside the small warehouse, check it over, return to your truck
and find your way out of the tunnels.  Back up, turn left as you reach the end
of the deadend and go straight, take a right, first left.

Leisure Park
Make your way to Leisure Park being sure to keep an eye on your surroundings,
don't run into a zombie accidentally because your focus is on the distance.
Enter Paradise Plaza.

Paradise Plaza
Glance to your right for survivors but head to the left into Colby's Movieland.

Colby's Movieland
Sometimes a survivor will face you nearly as soon as you enter, if not, head
forward into the theaters and check each and every one.  After hosing down any
survivors you may find work your way back out and re-enter Paradise Plaza.

Paradise Plaza
You will enter this zone more often than any other, if you had not already
noticed.  Travel across the zone keeping your eyes peeled and your feet nimble.
Make your way into the warehouse.

Occasionally a survivor will be between the towering shelves, they like to be
eaten by zombies here before you can get a hand on them.  Listen for one before
moving on TOP of the shelves for the greatest safety, be careful of your jumps
as you traverse them to The Roof.

I like to use the soccer balls here to knock down the zombies near the vent's
access.  If someone is here, you will see them.  Drop your Laser Sword and
Buster here if you have them before entering the Security Room.

Security Room
Snag a fresh set of weapons and move toward the roof, be sure to use manual aim
on your Buster to clear the enemies in your way.  No risks.

Head back to -start-

 # 3.4 Psychos and Survivors #

After a long sabbatical dealing with this and that I am sorry to say that this
section will be greatly, GREATLY reduced in size and scope.  After uncountable
emails regarding survivors and personal research I have come to the conclusion
that it simply isn't worth trying to chronicle all of the survivors and such.
On the most basic of levels, you should be killing and making full use of the
food from EVERY survivor you come across without exception.

However, with this knowledge in mind, if you want to snag the small chainsaws
from Adam, that remains a day 1 event somewhere in Wonderland Plaza.  He may
respawn here or elsewhere after this point but the constant definitely late
day 1 at this location.  The information already gathered on this portion will
remain as a reference to anyone who wishes to undertake the work.


Only locations, food dropped and times will be recorded here.  Time encountered
however, is posing to be an issue without a watch, soon to add, at the least,
what day number and whether it was night or day.

The only important information, however, is what foods they drop.

Sniper Trio:Leisure Park, Entrance Plaza- All three drop: Cookies,
            Apple/Orange, Golden Brown Pizza 
Convicts: Leisure Park- All three drop: no food
Brock: Roof- Two Uncooked Pizzas, Two Raw Meat
Brad: Icepops
Otis: Roof- Raw Meat
Paul: Entrance Plaza- well done steak, orange juice, squash
Paula?: Paradise plaza- thawed vegetables
Carlito: Food Court- Well done steak, Snack, Yogurt
Bill: Cirslip's Home Saloon- Melted Ice Pops
Larry: Meat Processing Room- Yogurt, Orange, Spitfire

Credit to Darkstar3289 for the following psycho/suvivor drops:
Cliff: Baguette, Red Cabbage, Randomizer, Machette, Machine Gun
Adam: Untouchable, Well Done Steak, Corn, 2x Small Chainsaw
Jo: Zombait, Melon, Lettuce
Kindell: Pie
Pamela: Baguette

Grenadius of the GameFAQs forums brought this to my attention:

All the psychos ALWAYS spawn in the same order at the same time at the same
places. I'm not sure about survivors yet.

|Rooftop- Otis (day 1) Jo (Day 2)
|Security Room- Greg (Day 2)
|Entrance Plaza- Paul (Day 1) Carlito (Day 2)
|Al Fresca Plaza- Isabela (Day 1)
|Food Court- Carlito (Day 1) Stephen (Day 4)
|Wonderland- Adam (Day 1) Sean (Day 2)
|North Plaza- Cletus (Day 2)
|Crislips- Cliff (Day 2)
|Leisure Park- Snipers Trio (Day 1) Convicts (Day 2)
|Maintenance Tunnel- Carlito (Day 2)

These should not be taken as gospel but instead a guideline, for example,
while Adam spawns his first time in Wonderland Plaza in all cases I have
seen he sometimes does not show up at all, he usually appears during the
last 6-8 hours of the first day by this author's guess.

The psychos are able to spawn in new locations after their first incarnation
late into the game.  The only example I have currently is the Sniper Trio, who
reappeared for me around day 6 in Entrance Plaza.  The date and time I am
unsure of at this point.

I have yet to see a repeat Survivor and also believe Survivors to have but one
allowance of location.  By which I mean that there can be only one Survivor at
any point in the mall at one time ever, however Otis, Jessie, Brad, Brock and
other non-psycho characters that are used in the primary storyline seem to be
immune to this rule.  Due to this fact, if a Survivor is hiding exceptionally
well and you cannot find them, another will not show up until you find them or
you stay in their zone long enough for the zombies to kill them.  This is
all theory and remains untested.

Lindsay is an interesting Survivor to deal with.  Or rather, not deal with, if
you enter a zone containing her she will simply keel over dead immediately and
drop her supply box with a rather acceptable quantity of food.  She deserved it
and you know it.

 # 3.5 Safe Spots #

Locations where you are entirely safe from zombies, maybe not gun brandishing
survivors and psychos, but zombies.

While inside of stores with closing doors is usually entirely safe, rarely a
zombie will fall into the window lunging as you enter or if you are too close
to said window, breaking it and gaining them entry.  If you intend to stay in
one of these locations and walk away from the game, be sure to climb on top of
a safe shelf or find another location first.

Vehicles are often safe points for a limited time but it is not recommended to
leave the game unattended while in one.  The zombies CAN eventually break it
and kill you.  ~Credit to Darkstar3289

*   Indicates a safe location.
**  Indicates a safe location that slopes, be careful with your rolling items.
*** Indicates a location that, while safe, should NOT have items dropped on it
    due to a high liklihood of it simply falling off.

|*On top of the Entrance.

|Security Room
|*Any room cleared of zombies with all doors shut.

|*On top of the shelves or near the Security Room entrance.

|Paradise Plaza
|*Blue outcroppings along the south eastern side, same as uzi's location.
|**Orange Awning where the Katana is located, reached by jumping off of the far
|  left banister.  -  As pointed out by Vladimir, rarely if zombies are allowed
|  to follow you the the banister they can make it over and drop down to you.
|  This seems to only apply to when there are several zombies pushing each other
|  though and as long as none follow you directly to the edge you should be
|  fine.
|*Top of bookshelves in Bachman's Bookporium and Contemporary Reading

|Colby's Movieland
|*Inside any theater with the door closed.

|Leisure Park
|**On the roof of the brown enclosure of picnic tables.  Getting the angle
|  right to actually get atop it is difficult but keep trying.

|Entrance Plaza
|*Everyone Loves Books.  Enter the store and close the door, just make sure no
| windows are broken.  Preferable to get on top of the shelves as a zombie will
| ocasionally break through the window should it fall into it.
|*Men's Storehouse.  On top of the shelves.
|*Jason Wayne's Sporting goods.  On top of the shelves.
|*Fashion Fiesta.  Not always safe but the corner of the window deep into the
| display is usually safe.  Not somewhere to wander away from play though.
|*Flower beds along the sides of the escalators, above the pillar.
|*The Sinister Read.  On top of the shelves.
|*Ned's Knicknackery.  Close the door, make sure the windows are intact.
|*Shootingstar Sporting Goods.  On top of the shelves.
|***Estelle's Fine-lady Cosmetics.  On top of the shelves.
|***The lower hall.  The three signs, on top in the middle of them.
|***Near the escalators.  A semi-circle of pillars stands around the Paradise
|   Plaza side of the zone.  With the right angle one can jump onto the black
|   rings connecting said pillars.  Thanks to James Miller for this location.

|Al Fresca Plaza
|*Flexin'.  Inside, the door will close itself, make sure windows are intact.
|*McHandy's Hardware.  On top of the shelves.
|*The fountain on the Entrance Plaza end, inside of it.  Zombies are funny.

|Food Court
|*(**)Anywhere in the upper balconies and roof areas. (some slopes)
|***The sign entering into That's A Spicy Meatball, it's hard to manage but
|   possible, jump from the railings.
|*On top of That's A Spicy Meatball, requires jumping from a zombie's shoulder.
|*On top of Chris' Fine Foods, requires jumping from a zombie's shoulder.

|Wonderland Plaza
|**On top of the giant, novelty soccer balls. (Footbal's to you europeans.)
|*On top of the giant, novelty lego houses, requires jumping from zombies.
|*Fine Cut.  On top of the kiosk.
|*Beautification.  On top of the kiosk.
|***Estelle's Fine-lady Cosmetics.  On top of the shelves.
|*Sir Book-a-lot.  On top of the shelves.
|*Kokonutz Sports Town.  On top of the shelves.

|North Plaza
|*On top of the various scaffolds without ramped ends.
|*On top of larger trash bins.
|*CD Crazy.  On top of the round CD display.
|*Huntin' Shack.  Inside, close the door.
|*The location you meet Isabela for the first time on good terms.  Closed the
| doors.  Were you raised in a barn?
|*Location of +100% Health Book, empty store next to Crislip's, close the door.
| Thanks to topgamer101 for reminding me of this omission.

|Carlito's Hideout
|*This location is completely safe.  I've never seen a zombie or psycho here.

|Crislip's Home Saloon
|*On top of the shelves.
|*On top of the box stacks leading up to the shelves.

|Maintenance Tunnels
|*In the small warehouse in the with Maintenance Key.  Close the door.

|Meat Processing Area
|*MikeyLHD points out a location.  he states:
|"I just wanted to point out that there is, indeed, a safe place in the Meat
|Processing Area, as long as you clear out anybody with a gun first.
|As you enter the room, head over to the sinks and shelves on the far Left
|wall. Just past the sinks, there should be a small counter area that you
|can jump onto. When you are on the counter, turn towards the larger Vertical
|cabinet, and jump onto that. Of course, you can also just clear out the room,
|as I did in my 4-Day unassisted run, and simply wait on the ground floor
|facing the door. Although since you're so keen on Zombie evasion and
|avoiding combat, I can already tell you wouldn't like that idea. So,
|pretty much, you can climb up onto the sink counter and then vertical
|cabinet in the Meat Processing Area after you kill anyone with a gun."
|He is right in assuming that I would be against anything that requires too
|much contact to combat.  I'm taking his word on this as I cannot currently
|test the location but when I am able to I surely will.

|Seon's Food & Stuff
|*On top of the shelves.
|*Through the door leading to the pharmacy, close the door.


-# 4. Food #-

Dead Rising.  Food.  Not enough of it.

Many facets of recovery items will be covered here with as much and as concise
detail as possible.  Special Thanks to Supreme High Chancellor Abein.  With
cool hair.  For his tireless effort in the vast majority of this section.

 # 4.1 Food! Food! Food! #

Ordered by value in groups followed by a breakdown of health value with all
possible combinations of health books.

It should be noted that you MUST cook the Raw Meat and Uncooked Pizza within
right around two hours or they will spoil becoming nearly useless.

1hp Food Items
Japanese Raddish
Melted Ice Pops
Red Cabbage
Rotten Pizza (and a neat little "sicky" dance)
Spoiled Meat (and a neat little "sicky" dance)
Thawed Vegetables

Percentage increases-

+50%: 1.5
+100%: 2
+150%: 2.5
+200%: 3

2hp Food Items
Frozen Vegetables
Ice Pops
Uncooked Pizza

Percentage increases-

+50%: 3
+100%: 4
+150%: 5
+200%: 6

3hp Food Items
Raw Meat

Percentage increases-

+50%: 4.5
+100%: 6
+150%: 7.5
+200%: 9

4hp Food Items
Coffee Creamer
Golden Brown Pizza
Orange Juice

Percentage increases-

+50%: 6
+100%: 8
+150%: 10
+200%: 12

5hp Food Items

Percentage increases-

+50%: 7.5
+100%: 10
+150%: 12.5
+200%: 15

6hp Food Items
Well done steak

+50%: 9
+100%: 12
+150%: Too much
+200%: Way too much

 # 4.1.1 Static Food Locations #

Food found around the mall, seems to be completely consistant from one game to
the next.  Hitpoint values here are shown completely unaltered by books.

|Item x quantity (individual value)
|Shop or Other Location: Item x quantity (individual value)
|Total hp value for entire zone

|Cabbagex2 (1hp)
|2hp total

|Squashx2 (1hp)
|2hp total

|Paradise Plaza:
|Jill's Sandwiches: Orange Juice (4hp), Baguettex2 (1hp) 
|Colombian Roastmasters: Orange Juicex2 (4hp), Pie (1hp)x2
|16hp total

|Colby's Movieland
|Concession Area: Coffee Creamer (4hp), Snack (1hp)x2
|Theater 2: Coffee Creamer (4hp), Pie (1hp)
|Theater 3: Baguette (1hp), Coffee Creamer (4hp)
|Theater 5: Cabbage (1hp)
|17hp total

|Entrance Plaza:
|Main Hall Floor: Orange Juice (4hp)
|In the Closet: Apple (2hp), Yogurt (2hp)
|Emerald's: Orange Juice (4hp)
|Gramma's Kids: Snack (1hp)
|Rafael's shoes: Grapefruit (2hp)
|Women's Lib: Snack (1hp)
|16hp total

|Al Fresca Plaza
|Hamburger Fiefdom: Orange Juice (4hp)x3
|Columbion Roastmasters: Pie (1hp)x3, Milk (4hp)
|Riverfield Jewelry: Cookies (1hp)
|Flexin': Milk (4hp)
|McHandy's Hardware: Cookies (1hp)
|25hp total

|Food Court
|Frozen Dreams: Yogurt, Milk (4hp)
|Meaty's Burgers: Baguette (1hp)
|Central Tacos: Corn (1hp)x2
|That's a Spicy Meatball: Zucchini (1hp)x2
|Chris' Fine Foods: Wine (4hp)x4
|25hp total

|Wonderland Plaza
|Lovely Fashion House: Snack (1hp)
|Beautitification (roof): Grapefruit (2hp)
|Wonder Jewels: Apple (2hp)x2
|the Lens Zen: Apple (2hp)
|9hp total

|North Plaza
|CD Crazy: Milk (4hp)
|North facing door on the far left of the "island" loop: Coffee Creamer (4hp),
|Melon (2hp)
|Unlabeled doors south of the R of North Plaza: Winex2 (4hp)
|18hp total

|Front Counert: Apple (2hp), Japanese Raddish (1hp)
|3hp total

|Liesure Park
|Southern bank of benches: Cookies (1hp)x2
|Eastern bank of benches: Cookies (1hp), Snack (1hp)
|4hp total

|Maintenance Tunnels
|Key Room: Milk (4hp)
|Meat Processing Room: Milk (4hp)x2
|Dead end under Wonderland: Milk (4hp)
|Dead end under Al Fresca Plaza: Milk (4hp)
|20hp total

157 Grand total unbooked potential.

Note that all healing items found on the ground are 4hp and below, leaving the
massive overflow of booked HP gain from any recovery items above 4hp a non

157*3=471 Fully booked hp.

471+12=483 Accounting for initial health.

483*100=48300 Seconds the food will last.

48300/60=805 Minutes.

805/60=13.4166~ hours.

13.4166~/2=6.70833~ in game days.

Rounding down to a whole number for the occasional damage and minor overflow
from fully booked 4hp items when timed correctly we'll call it 6 days.

Food to Time formula above as follows:

Food HP total * Book bonus multiplier = HP potential

HP Potential + Current HP = Total HP Potential

Total HP Potential * 100 seconds = Total Life in Seconds

Total Life in Seconds / 60 Seconds per Minute = Total Life in Minutes

Total Life in Minutes / 60 Minutes per Hour = Total Life in Hours

Total Life in hours / 2 = Total Life in Game Days

Be sure in this calculation to cap ALL healing items at 12 points, if they go
over this value the overflow will NOT increase your time at all.

The resulting time will be off by no more than 30 minutes gametime in most
cases, this disparity is due to what time is lost when actually consuming the
items without dying.  If you eat them with 10 seconds remaining to death you
will be no more than a few minutes off, if you do as soon as dropping to 1hp
your time will be off by considerably more.

Book Multipliers:

+50% : x1.5
+100%: x2
+150%: x2.5
+200%: x3

There have been some errors pointed out to me in this section but at this time
I cannot look into them at any depth.  Perhaps some day I will but right now
they are most certainly close enough.  All of this research should be
considered more of a breakdown than bible of survival.

Truth be told, as mentioned in other credits, this section was not my own work
and I cannot be sure of most of it.  I will be sure to contact the friend who
completed this section outside of formatting out of his own love of min/maxing
and the numerics of a game.


-# 5. Legal Mumbo Jumbo, Contact Information, notes and Credits #-

As a note to damage related comments, weapons were tested via the Rotating
Servbot Head in Child's Play in Paradise Plaza.  The rotation is an excellent
indicator of damage dealt.  The powerhouse Megabuster and Laser Swords both
rotate it almost exactly 1.5 times.  A Toy Laser Sword sends it reeling fewer
than five degrees.

This guide is to be published ONLY at the following locations:
If seen in another location, please contact me via the below email as soon as
you can with the location so action can be taken.

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

Special thanks again to The Supreme High Chancellor Abein.  With cool hair.
For his continued help with the food chart and others. Gamertag-AbjectVasharan
Condolences go out to his 4 day 20 hour attempt before freezing.

Additional Special thanks to Max Brooks' Zombie Survival Guide, the tactics and
concepts contained therein are no less true here as they would be in any real
zombie situation.

Also many thanks to the many hundred of people who have written me about this
guide with suggestions, more information and such.  While most of you have not
been credited directly due to information unused, someone beating you to it or
simply too many people to credit them all without another guide, your input
has been most appreciated.

And of course Thanks to Capcom for yet another incredible title.

Contact me with additions, alterations or suggestions at 
trentfactor /at/ gmail /.com
Please include the site through which you viewed the Guide and the handle by
which you would like to be credited if your changes are used.  If no handle is
included your real name or email tag will be used.

Guide Copyright 2006 Matthew West