Capcom had a major hit on their hands when they released the original Dead
Rising game as an Xbox 360-exclusive. The game broke boundaries in terms of
what was possible with seventh generation gaming technology, and kickstarted
gaming's current obsession with zombies. Dead Rising 2 was still an acceptable
game, but many fans were disappointed that the main character from the original
game, Frank West, was nowhere to be seen. These complaints have been heard and
Capcom has decided to give us a re-do of Dead Rising 2, complete with the
notorious photo journalist himself, Frank West, in the lead role.
It's a "what if" story that no Dead Rising fan should miss! So, let's get duct-
taping and picture-taking and all that jazz. There are some zombies that need
to be killed.
Dead Rising 2: Off the Record
Written by Dalton "Horror Spooky" Cooper
Copyright 2011
Contact Information
E-mail:
[email protected]
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TABLE OF CONTENTS
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1. Introduction and Controls
2. The New and the Old
3. Characters
A. Survivors
B. Psychopaths
4. Story Mode
A. Terror is Reality
B. Find Zombrex
C. Case 1
D. Case 2
E. Case 3
F. Case 4
G. Case 5
H. Case 6
I. Case 7
J. Case 8/TK is Infected
K. The Facts
5. Uranus Zone
A. Quarter Circle to Forward
B. Security Box Keys
6. Sandbox Mode
7. Co-op
8. Extras
A. Art Gallery
B. Endings
C. Achievements/Trophies
D. Protoman
9. Conclusion
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1. Introduction and Controls
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Let's just forget about that Chuck Greene character. Have you forgotten yet?
No? Well try harder damn it! Frank West is all that matters. Following the
events of the original Dead Rising, Frank became a world-renowned superstar.
However, his fifteen minutes of fame dried up rather quickly, and Frank became
bankrupt. He has come to Fortune City to participate in a pay-per-view game
show called Terror is Reality, in which he is paid for killing zombies in the
most creative and brutal ways imaginable! That's all fine and good, but you
can't possibly hope to save Fortune City without knowing how to control Frank,
can you? He's covered wars, y'know.
Left analog stick - Move
Right analog stick - Camera control
A - Jump/Confirm
B - Action Button/Cancel
X - Attack/Use item
Y - Call
LB - Select item
LT - Aim view
RB - Select item/Camera view
RT - Take picture/Throw/Shoot
D-pad (up) - Put away
D-pad (down) - Drop item
D-pad (right) - Co-op confirm/Answer calls
D-pad (left) - Take Zombrex
Start - Pause
Back - View map
Frank is a trained professional zombie-fighting wrestler, so expect him to
learn plenty of combo attacks and new moves throughout the game! This is only
the tip of the iceberg, brother! So eat your prayers and say your vitamins,
dude!
By the way, the Dead Rising games are played in a very unique manner. When you
die at the early levels of the game, it is recommended that you restart the
story from the beginning, retaining your abilities and outfit and level. Just a
tip!
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2. The New and the Old
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Dead Rising 2: Off the Record features the return of plenty of elements that
were present in the first game, but for some reason excluded from the original
release of Dead Rising 2. There are a lot of minor changes and some major ones.
This section of the guide won't go over any changes that pertain to the game's
story as to avoid spoilers (if you want spoilers just scroll down and read the
damn walkthrough! Or...just play the game, you know).
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A. WHAT'S NEW
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What's new is old and what's old is new. Some of these features appeared in the
original Dead Rising, but were, for some reason, excluded from Dead Rising 2.
The main feature that was removed would have to be the picture-taking mechanic
that was very popular amongst fans of the original game. Once again, players
can snap photos of all sorts of things in-game to gain extra experience points
(or PP, or XP, or whatever).
The categories of photos include Brutal, Erotic, Horror, and more. However,
that's not the only new (well, old) feature. Dead Rising 2: Off the Record also
packs a brand new game mode called Sandbox Mode. In this mode, players can
explore the mall at their leisure with no time limit and nothing to do but
murder the hell out of zombies. Challenges will pop up during Sandbox Mode that
can be played for bonus PP. Any experience points gained during this mode is
transferred to your Story Mode character.
On top of that, Capcom has added an all-new area! A new, space-themed location
in the mall is known as the Uranus Zone. It features plenty of new content,
including new items, new storyline elements, and much more that will be
detailed throughout this entire guide!
The audio in the game has also received a facelift. There is more voice-acting
than before, with Stacey actually speaking out the lines when she radios Frank
about lost survivors. There are new sound effects and musical effects, plus all
new dialogue that fits PERFECTLY with the masterful Frank West.
And finally, there are some minor changes that are for better and worse. The
survivors seem to be less competent when it comes to traversing throughout the
mall. I may just be imagining this, but it really feels to me like Capcom
dumbed down the AI to make corraling survivors into the safe room a little more
challenging than before.
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B. WHAT'S OLD
=============
Dead Rising 2: Off the Record features a TON of recycled content from the
original release of Dead Rising 2, but that is to be expected. The game is,
after all, not a main installment in the Dead Rising universe, but rather a
hyopthetical adventure that I don't think is even canon, unless they have
retconned much of Chuck's story. Evil Japanese conspiracies aside, I think it
will be good to know what some of that returning content entails.
First of all, the storyline in Dead Rising 2: Off the Record is largely a
repeat of the one presented in the father game. Now, there are some pretty
significant differences, but it's by and large the same story, with the same
objectives. Furthermore, the survivors in this game are comprised almost
entirely of all the survivors encountered in the original DR2. This guide will
try to focus on mainly the new content, but I will be providing an entire
walkthrough from the beginning of the main storyline to the end of the
storyline for those interested.
Anyway, one of the most significant returning features from Dead Rising 2 is
the ability to combine weapons using workbenches found in maintenance rooms
dotted throughout the mall. This feature was received very well when it was
implemented in Dead Rising 2, and I'm sure it will see similar success when it
comes to Off the Record.
When one makes a weapon, they can be told how to make it if they have what is
called Combo Cards. This will ensure that you will receive the maximum PP boost
when you kill enemies with the weapon. However, you can still create any of the
weapons in the game without the Combo Card. When you do this, you get what is
called a "Scratch Card", which means you know how to make the weapon, but you
will get half of the bonus PP for getting kills with the weapon. In order to
unlock Combo Cards, all you need to do is gain levels and find secret posters
and what-not in the game that will teach you how to make these weapons in a
formal manner.
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3. Characters
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NOTE: The following descriptions about the main characters in the game is taken
directly from the instruction manual. Beyond that, the information is
FRANK WEST - Frank West, the freelance photojournalist who exposed the truth to
the world, has become a hero. But the fame went to his head. He used his
newfound fame to try and treat his infection and pay his medical bills, but it
just isn't enough.
Having covered wars, his ability to survive is extraordinarily high.
STACEY FORSYTHE - In-your-face activist Stacey is the head of the controversial
zombie rights group CURE (Citizens for Undead Rights and Equality). Stacey
believes the game show "Terror is Reality" is cruel and demeaning to infected
survivors everywhere. She leads protests with the aim of making Zombrex more
affordable and available.
RAY SULLIVAN - Sullivan is the first (and only) reserve man to make it to the
official government shelter alive. His job is to keep order in the shelter
until help arrives. Sullivan is loyal and patriotic, but he's in way over his
head once the outbreak starts.
REBECCA CHANG - Rebecca Chang is an ambitious, beautiful news reporter in town
to cover the controversy surrounding the "Terror is Reality" television show.
But when things go to hell, Rebecca sees it as her big chance to break the
story of the century: what's behind the Fortune City outbreak?
T.K. - T.K. is the host and producer for the controversial and popular pay-per-
view television game show "Terror is Reality." T.K. has no problems with
killing zombies for the entertainment value; he's making a killing after all.
He is always on the lookout for the next big business opportunity.
THE TWINS - These beauties are T.K.'s twin co-hostesses on Terror is Reality
XVII. The gold one is Amber, and the one wearing silver is Crystal. Hard
working eye candy, they love to taunt the contestants into taking bigger and
bigger risks.
============
A. SURVIVORS
============
Like the other games in the series, Dead Rising 2: Off the Record features a
multitude of survivors sprawled out across the mall that need to be saved. By
saving these survivors, players can earn PP that helps them level up and earn
more health, inventory space, improved attributes, and combat abilities.
The survivors in Dead Rising 2: Off the Record are exactly the same as the ones
found in Dead Rising 2, with some additions. This guide won't go into detail
about saving the repeat survivors as that is just redundant. However, the new
survivors that are featured in this game will be covered in full.
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B. PSYCHOPATHS
==============
Psychopaths are just like survivors except...they're psychopaths. Many
encounters with these loons can be avoided during gameplay, but some of them
are required fights. These operate like boss fights in the game, and these foes
are generally just as formidable as they are off their rocker. Be careful!
The bonuses for fighting psychopaths include a ton of PP, and they oftentimes
drop weapons that constantly respawn in the location that they died. These
weapons are usually extremely powerful and very rare. It's wise to remember
their location, especially when you are in a jam or have come across a
psychopath that is giving you a considerable amount of difficulty.
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. Story Mode
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A. TERROR IS REALITY
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Poor Frank. His life has really gone down the gutters. Well, when you get
control of the greatest zombie-killer ever, Frank West, be prepared to fight
some zombies, WWE style! You see, unlike Chuck, Frank doesn't ride on wimpy
motorcycles with chainsaws attached to them, oh no; Frank beats zombies to
death with his barehands and steel chairs. How awesome is that?!
This little mini-game will task you with earning big cash by killing a bunch of
zombies. There is a bronze, silver, and gold medal. To get the bronze medal,
all you need to do is kill enough zombies to earn $10,000. For the silver, you
need to kill enough zombies to earn up to $15,000. Gold demands $25,000 from
you, but it's not a hard feat to accomplish.
Start beating up on the zombies that are initially in the ring with you. Use
the X button to strike and hold X to take them out a bit quicker. Killing
zombies like this doesn't warrant much cash, but it's easy at least. A timer at
the top of the screen will count down as you do this, so be aware of that.
Don't worry about killing too many zombies, though; you will have plenty of
time to rack up the dough in a moment.
After a while, cages around the ring will open, revealing even more zombies.
Along with these zombies, however, there are also weapons to be had in their
cages. There are things like baseball bats and steel chairs, so grab them and
start beating the zombies to death with these useful items. Just keep doing
this some more until the entire cage around the ring recedes into the ground
and the giant horde of zombies on the outside is now your headache!
These zombies will start to climb into the ring, but they won't all swarm you
at once. What you need to do here is get a bunch of zombies to get close to you
and lead them into one of the corners. By jumping up on top of one of the
corners, a door on it will slide up to reveal devastating grinders. This is how
to earn the cash fastest when it comes to zombie killing in a wrestling ring.
A lot of them will stumble right into the blades. But don't chill out on top of
the corner for long as the pyro will engulf you in flames. Jump back into the
ring, hopefully over the zombies that are near the corner, then turn around and
knock as many as you can into the grinders. If you kill zombies that are
outside of the ring, you won't gain any cash, so keep that in mind.
Repeat this process for the other three corners. Quit using a grinder when the
kills start generating less than $1,000 per kill. On the final grinder, flames
will shoot across the entirety of the ring, so stay on that grinder until they
subside. Then continue murdering zombies as you do. You can get $25,000 and the
gold medal rather easily, as I only got 66 kills my first time and surpassed
this requirement.
The cool thing about this is that you actually get to keep all the money you
just earned. Rock on! In the locker rooms after the cut-scene, speak with the
other two competitors that are chilling out in here (what kind of name is
Anim?), then exit the locker room. The guide area will pop up on the top of the
screen and lead Frank out of this area. Notice the posters on the wall that are
covering up Chuck's old posters. Oh, Capcom...how meta of you!
Another cut-scene will trigger. When you regain control of the diabolical Frank
West, it's time to snap photos of TK and some hippie. To use your camera, first
pull the left trigger. Then tap the right bumper to pull out the camera. Use
the right trigger to snap pictures. Keep your eye on TK and his cohort below
and wait for the yellow PP stickers to appear above them to snap the picture.
If you zoom in, you can gain more PP points and get a better photo.
Keep following them around the warehouse area, taking pictures of them every
time that the PP stickers appear above their heads. After you have finished
doing this, yet another cut-scene will play. If this is your first time playing
through the game, the three thugs that confront Frank cannot be beaten. I am
not sure if you can beat them during redos through the game when Frank is more
powerful, but I will let you fellas know in a section later on in the guide
that goes over the differences when you play through the game again.
The thugs will kick you out, and Frank, after being sexually harassed by some
sluts, will go into an elevator. Of course, the elevator breaks down, and when
Frankie boy comes to, it's time to kill some zombies! The survivors in these
areas can't be saved to the best of my knowledge, so just grab weapons off the
ground and start swingin'. Killing zombies is a blast and gives you experience
points. You can also take pictures if you'd like for PP, which translates into
experience points as well.
Regardless, fight your way to the far end of the hall. The room right at the
end contains some healing items, so I recommend stopping there if this is your
first zombie rodeo. Experienced players will have no trouble getting through
this beginning section, even though Frank only has four squares of health when
you first start the game. Anyway, follow the guide arrow through this place
while killing zombies and more or less ignoring the survivors.
When you see a door labeled "Green Room", stop in there for a laugh. You can
also change into Frank's professional wrestling costume here if you'd like.
Afterwards, exit the room and continue following the guide arrow. You will come
across a large open area with a cop trying to shoot the zombies and other
survivors, of course. Wade through the sea of zombies and do everything
possible to avoid taking damage.
There are a couple of survivors behind a gate that you will run by. If you want
a lot of XP, whip out your camera and get ready for a quick shot, literally.
The dude on the right will blow his brains out as the zombies get closer, so
be ready to take a quick picture of that. Then leave the area as the other guy
is pretty much screwed. Keep pushing through all the zombies and use the guide
arrow as your, uh, guide, to reach the doors that lead to the Platinum Strip.
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B. FIND ZOMBREX
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Once you reach the safehouse via the wonders of cut-scenes and go through the
ropes, it's time to find Frank some Zombrex. If he doesn't get the stuff at
least once every 24 hours like Chuck's daughter, he will turn into one of the
undead. When you regain control of Frank, you can collect healing items and
weapons around the safehouse if you'd like, but then you need to go to the air
ventilation shaft and open it up by pressing the B button.
What's with Frank and air vents? You can now freely explore the mall. You don't
need the Zombrex for quite a while, so you can just run and familiarize
yourself with the stores and easy ways to kill the zombies and all that jazz.
If you played Dead Rising 2, then you should have the initial area of the mall,
the Royal Flush Plaza, already well-known.
The hallway leading into the actual Royal Flush Plaza features a pretty
noticeable difference from Dead Rising 2. There is a handbag lying on the
ground and a ton of money all over the place. Along with the handbag and the
cash, there is a key that opens up a security box. These are new to the game,
so be sure to pick up the key.
In order to get the Zombrex, you need to visit Roy's Mart, a pharmacy that's
not too far away. But you will need some good weapons in order to deal with the
looters that are in there. I recommend visiting the Chieftain's Hut to get some
hatchets and spears if you'd like. Regardless, head over to Roy's Mart and
enjoy the enusing cut-scene.
Take care of the trio of Looters in any manner possible. In a surprise twist
that differs from the second game, these guys are packing Molotov cocktails
that deal a devastating amount of damage. When they're all dead, Frank will
automatically get the key to the pharmacy. Hop over the counter and then open
the door to the pharmacy. Grab the Zombrex off the counter in here and collect
any health items that you may need. There's orange juice and milk in here,
which both do wonders for Frank's stamina.
I recommend speaking with Denyce, who was being terrorized by the looters
before Frank saved the day. She is the first "survivor" that you will be able
to save. If you have played any Dead Rising game before this, then you should
know how this works. Basically, you find these survivors around the mall. You
speak with them, and then they follow you back to the safehouse. Sometimes they
will require extra tasks to be completed or something of that nature, but
Denyce is pretty obedient.
After speaking with her, work your way back to the safehouse. It may just be my
imagination, but the survivors seem a lot more stupid in this game than they
were in Dead Rising 2. Regardless, lead Denyce back to the safehouse. The game
will let you know when she's close enough so she'll travel with you through the
vent, which is truly a welcome addition to the game. When she's been returned
to the safehouse, you will see yet ANOTHER cut-scene.
You can now do whatever you want to waste time until Frank needs his first dose
of Zombrex. You can go into the mall and save more survivors if you'd like, or
you can just kill zombies and collect weapons. You can practice picture-taking,
or explore the area. Really, the sky's the limit, so just have some fun with
the game for god's sakes! Oh, and unlike Dead Rising 2, you don't need to
return to the safehouse to deal with the Zombrex nonsense. An icon will pop up
on the screen when Frank needs his dose, and all you have to do is press left
on the d-pad to administer it.
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C. CASE 1
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OCCURS: SEPTEMBER 25TH, 8:00 AM
All you need to do in order to activate this case is to hang out in the
security room with Stacey Forsythe when the time is right. Things are a bit
different this time around, as it seems that Stacy is the one being accused of
causing the outbreak, and not Frank (in Dead Rising 2, it was the protagonist
Chuck Greene).
When you regain control of Frank West, you will be asked to save your game and
continue, or just continue. I recommend saving the game because, you know, it
is the logical thing to do after all. When you try to exit the safehouse, you
will be stopped by Sullivan. Speak with him to get the maintenance key, a key
which opens all the maintenance rooms in the mall. This is where you can duct-
tape weapons together to create more powerful ones and all of that fun stuff.
Anyway, after Frank gets out of the air vent, try to return to the Royal Flush
Plaza. It's a straight-shot, but if you can't find your way by yourself for
some absurd reason, the guide arrow is always at the top of the screen to lend
a helping hand. However, when you reach the hallway with the maintenance room,
a short scene will play and it will introduce you to the workbench where you
can cook up all sorts of dastardly devices!
Go ahead and create the spiked bat that the game tells you to make. All you
need to do is place either a box of nails or a baseball bat on the workbench.
Then place the left over item on the bench afterward and Frank will put it all
together. Every maintenance room has the equipment to make at least one combo
weapon, so don't be afraid to do some experimenting. There's more details about
Combo Cards and all that later in the guide (the Table of Contents is your
friend. I'M NOT. Just kidding. Please keep reading. I take back every mean
thing I said!).
Anyway, your next objective is to reach the Hotel in the Platinum Strip. It's
simple enough. Just use the guide arrow and it will lead you right to it. Kill
zombies on the way if you'd like, or avoid them, or do whatever you want. You
have quite a bit of time on your hands before you actually NEED to be there, so
don't sweat it.
When you get around to going to the hotel, enjoy the cut-scene that introduces
you to one Rebecca Chang. Following the scene, you can then continue to do
whatever you want until the meter runs out and you fail the game, so...yeah, if
you wish to continue the storyline, speak to Rebecca. She will then lead you to
the central security room. Follow her, but don't worry about babysitting her.
The lady can handle herself.
The first destination that she leads you to, before the central security room,
is a couple of bathrooms. She leads you here so you can save your game, of
course, so take this opportunity to do just that. Then speak with Rebecca and
continue to follow her.
You will bump into some looters along the way. Deal with these guys as quickly
as possible, otherwise they will spray you in the face with spraypaint (which I
believe is a new feature) and then steal a ton of money as well as items from
your inventory. Ugh. Defeat them and then continue following Rebecca through
all the zombies.
Frank and Rebecca will come across a gate, which is ripe for another scene to
play, obviously. When that scene concludes, once again continue to follow Ms.
Chang. When you reach the security room, you will discover that the door is
locked. Examine it to witness the master of unlocking in action!
When the scene concludes, all you need to do is make it back to the safehouse
security room to finish this case.
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D. CASE 2
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OCCURS: SEPTEMBER 25TH, 6:30 PM
When the time comes, return to the safehouse's security room to trigger the
beginning of this case. This case didn't take place in the Uranus Zone (the
newly added zone unique to Off the Record) last time, but it's still pretty
much the same events that occured in Dead Rising 2. Anyway, your guide arrow
will lead you to Uranus Zone, so book it there!
Uranus Zone is pretty sweet. There are a ton of new items to enjoy and Uranus
Zone itself is absolutely dripping with the charm that was very prevalent in
the first Dead Rising, but not so much in Dead Rising 2. It's the most original
area in the Dead Rising 2 universe, period. On top of that, there's also the
bank there, which contains the security boxes. If you find the right keys, you
can unlock the security boxes in the bank for a TON of cash. Cha-ching!
I recommend going to the bank, actually, before you go and fight the first
psychopath, which is that dude that was talking to TK earlier
in the game. That hippie guy. You know who I'm talking about! You watched the
damn cut-scene! Anyway, the reason you should go to the bank is to, A) use the
key that you come across at the very beginning of the game that I instructed
you to pick up and B) grab some gems.
The reason I want you to get gems is because it's smart to have a pretty
powerful weapon when dealing with any of the psychopaths. The gems are located
in the floor in the vault in the bank. In, in, in. Once you have procured the
gems, there are two different weapons you can make that both deal a devastating
amount of damage when used. I also suggest that you visit the local restaurants
in the area for healing items, by the way.
In the center of the Uranus Zone there is a hall that is lined with carnival
games. Near here is a poster for a film called Uranus Invaders!. If you examine
this poster, you unlock the Combo Card for a brand new weapon in the game,
Laser Eyes. All you need to create this is some gems and an alien mask. The
alien masks can be found all over the Uranus Zone, especially behind the
counters of shops, so keep a look out for them. The other weapon you can make
is the lightsaber, which requires gems and a flashlight. There are plenty of
flashlights in the area as well, which are also usually hanging around behind
counters.
Make one of these weapons. Or exit the Uranus Zone, return, and make them both
if you'd like. When you feel that you are ready to face the psychopath, named
Brandon Whittaker by the way (see! I do know his damn name!), return to using
the guide arrow, which will lead you right into the restrooms where he is
residing with his nummy hostage.
Unfortunately, Frank won't get to do anything sexy with the hostage. Brandon
slits her throat, and then it's a fight to the death with the hippie bastard!
Spam attacks with your most powerful weapons at him as much as possible. He
will then hop behind the stalls. A stall door will open up, a zombie still
stumble out, and then Brandon will jump back over the stall in an attempt to
surprise you. By staying mobile, you can avoid taking damage from him. Return
to spamming attacks, and be sure to heal if your health gets too low obviously,
and when his health bar is depleted, Brandon Whittaker is dead as dead can be!
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E. CASE 3
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OCCURS: SEPTEMBER 25TH, N/A
Immediately after finishing Case 2, this case will become available. All you
need to do in order to complete the first part of this case is return to the
safehouse and speak with Stacey in the security room. However, on your way
there, you will run into a surprise psychopath!
This surprise nutcase is Chuck Greene, the protagonist of the original and
canon version of Dead Rising 2. It seems that Chuck's daughter Katey has died,
and he has gone absolutley insane. It's a rather hilarious take on his
character, and I'm sure fans of the series will rather enjoy his scene and
dialogue.
This battle is completely optional. It's actually a side-quest. However, it's
simply a retooled side-quest from the original Dead Rising 2. It's really the
same fight and concept, albeit with Chuck Greene as the psychopath, and not the
crazy motorcycle dude it was in the original version of Dead Rising 2.
Well, if you defeat him, you can use his badass motorcycle with the chainsaws
coming out of the side, but it's a pretty tough fight. The best way to defeat
him is to stock up on health and guns, and wait for Chuck to pull out a Molotov
cocktail. Then shoot the Molotov while it's in his hands.
Or you can just skip it, you know. That's the best strategy if you are low
level at this point. If you do decide to skip the fight, you can return to it
later until the time on it runs out. Well, return to the safehouse when you are
good and ready and head to the security room to watch the subsequent cut-scene
and activate the second part of the third case.
Your objective now is to reach the underground railroad system that lies
beneath Fortune City. The arrow will guide you directly to the door that leads
down into these tunnels. Once you're down there, Frank will notice TK and his
dudes moving stuff around. This is another photo shoot opportunity. Observe the
workers and wait for the PP stickers to appear above their heads, then snap a
quick photo.
Keep doing this until Frank is noticed, and TK and his cronies attempt to flee
on the train. When you regain control of Mr. West, you will be on the far end
of the train. There is plenty of health lying on the floor so chances are that
you won't die, but the enemies are packing machineguns. What you need to do is
get in close to the first enemy, one that is usually hanging around by himself,
then beat him to death and steal his weapon.
By doing this, you can just keep aiming and taking steps foward. Aim for the
heads of your opponents to take them out quickly. Pick up as many of the
machineguns as you can because they definitely come in handy. Keep blasting the
enemies away and move to the end of the train, only for TK to dramatically
make his escape!
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F. CASE 4
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OCCURS: SEPTEMBER 26TH, 1:00 PM
To officially start the 4th case, the mid-way point in the game, you need to be
at the safehouse at 1:00 PM. This means that you can go around saving survivors
and doing side-quests. You can do some exploring, experiment with different
weapons, and search for secret areas. Really, the world is your oyster. Now, if
you've been taking a lot of time with the other cases to actually get to them
and start them up, you may be able to rush to the safehouse's security room
immediately and start this sucker up. It's really a matter of how you are
personally playing the game which dictates the pace of the adventure.
The previous paragraph may just be the longest paragraph I have ever typed for
a guide! Yay me! This case is pretty difficult, so be sure you're rocking the
best arsenal you possibly can as well as plenty of health. I recomend toting
around orange juice and combo weapons like the boxing gloves with the knives in
them or the laser swords or something of that nature. Just be sure you're ready
for a fight before you start this sucker.
It seems that TK's cronies are going to the vaults in three of the casinos, the
Americana, the Slot Ranch, and the Yucatan. They are breaking into each vault
with a powerful drill, so you need to visit each one, defeat all of his armed
mercenaries, and then proceed to destroy the drill. I recommend visiting the
one closest to the safehouse in the Americana first due to the sake of
convenience and the fact that the arrow will be guiding you to that one to
begin with, so it's just a lot simpler.
When you get inside the casino, there will be a couple of the mercenaries that
are just chilling out and killing zombies. Take these guys out and then steal
their weapons. Make your way into the vault room, killing any more mercenaries
that you come across. Once inside the vault room, use the desks and walls for
cover and pick off the other guys inside. Then focus all your energy on the
drill. Once the drill has been destroyed, resupply your ammo by snagging the
left-over guns from the dead mercs.
Now it's time to make your way to the next casinos. It is likely you will come
upon more Mercs along the way. Look at this as the glass being half-full,
though! These guys can be killed and then you can take their guns and have even
more precious ammo! Great thinkin', right?!
The next two casinos are easily completed. Just apply the same strategy used
with the original casino that you faced, and you will be absolutely fine.
However, after the next two drills have been destroyed, Frank receives a very
distressing call! It seems that TK has an armored van that's stealing a bunch
of cash from another casino! Oh no!
Make sure you are STRAPPED with machineguns and healing items before trying to
do this. There are a TON of mercs to contend with, and they can become quite a
nuisance. By the way, if you haven't realized it now, it's wise to shoot in
short bursts and aim for the head of the mercs. This should be common sense,
but for this section, you REALLY need to apply this practice, so get used to
it, you trigger-happy people you!
When you near the van, be prepared for a firefight. Use any object in the
environment that you can for some cover while you try to pick these guys off
one by one. When they're all defeated, grab their amom, and then start blasting
away at the armored van. Once its health bar has been depleted, it will explode
and you will be happy to know you've completed one of the more difficult cases
the game has to offer! Yay!
-------------------
G. CASE 5
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OCCURS: SEPTEMBER 27TH, 12:00 AM
This is where things become considerably different than the original Dead
Rising 2 game. When you arrive to confer with Rebecca's "source" at the BBQ
place in the Americana, you will find she is not there. To be more specific,
she has been kidnapped by TK, and he wants $1,000,000 by 7:00 PM or else she's
toast!
While this sounds like a very daunting task, it's actually made very easy. The
reason? Well, Sandbox Mode of course! Dead Rising 2: Off the Record features a
brand new game mode called Sandbox Mode, which is tied directly to your story
mode profile. What this means is that you can start a new game in Sandbox Mode
at any time that you'd like through the main menu, and then any cash and PP you
earn in Sandbox Mode automatically transfers to your story mode character!
While it's entirely possible to get the $1,000,000 in Story Mode, it will be a
lot more fun and easier to do this in Sandbox Mode by completing Challenges and
maybe even saddling up with a co-op companion. There are a lot of ways to make
money fast. Look for money cases, as some of them can have $100,000+ inside.
Visit the bank in the Uranus Zone often to open any security boxes you may have
the key for, and grab all the cash that's inside. Use the money hacker to steal
$20,000 from the ATMs, and bash open all the slot machines that you see. The
sky really is the limit.
But for real, your best bet is to enjoy Sandbox Mode. For more information
about Sandbox Mode and the various challenges that you will come across while
playing it, please refer to a section later on in the guide. Anyway, when you
have the appropriate funds, visit the Shoal Night Club at 7PM. Be sure that you
are packing a TON of heat and healing items because the ensuing battle is one
of the most, if not THE most, difficult battle the game has to offer.
The reason this fight is so hard is that the only healing items available in
the area that you have to fight in is alcohol. When Frank gets drunk, he throws
up and drops whatever weapon he has equipped. This can be a serious pain in the
ass, especially since the two women you have to fight deal a significant amount
of damage and are very fast. Not only that, but they have a high defense,
making the pair of them quite the formidable duo.
On the bright side, you only need to kill one of them! So, this means you need
to dump all of the power of your weapons into one of the women, and just try to
avoid the other one as best as possible. If you have enough firepower and you
brought along enough healing items to keep your health bar up, this fight may
just not be as hard as I made it out to be.
-------------------
H. CASE 6
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OCCURS: SEPTEMBER 27TH, 7:00 PM
It seems that TK is trying to escape on the roof of the hotel. There's another
fight that's boss battle-esque, but don't stock up on anything. Keep your
inventory as open as possible, with perhaps just two or three food healing
items just to be safe.
Make your way to the hotel. There will be a bunch of armed enemies that are
guarding the elevators. Take them out and use their own weapons against them.
Don't bother bringing any of their assault rifles with you, however, as they
are pretty useless in your upcoming struggle.
Be aware that another merc will pop out of the elevator as you near it. When
they are all dead, take the elevator up. Watch the scene, then get ready to
roll! Wait for the winch to nearly take you out, then push down on the left
analog stick so Frank rolls safely out of the way. Wait for the green light on
the winch to flash, then run over and press B.
This will pull the helicopter into range. Grab anything on the roof that you
can. There are cones that you can chuck that are very effective, as well as
spotlights. Throw whatever you possibly can at the helicopter until it flies
up again. This is your cue to once again dodge the winch, then run around in
circles to dodge the following machinegun fire.
Afterwards, winch that sucker back into place and start chucking stuff at it.
If your health gets low, run near to where Rebecca is hiding to find some
orange juice, vodka, and beer. Mmm. What a delicious combination! You can push
Frank up against the air conditioning units here as well to avoid the
machinegun fire and so you can regain her senses.
Anyway, keep applying this strategy. When its health bar is depleted, the
helicopter will be destroyed and this case will be completed.
-------------------
I. CASE 7
-------------------
OCCURS: SEPTEMBER 28TH, 9:00 AM
Follow the guide arrow to reach the rooftop of the Royal Flush Plaza. When you
are there at the appropriate time, a cut-scene will play that will introduce
some super-annoying new enemies, as well as an incompetent military. When it's
over, hop on down into the green madness and get ready for what is the most
irritating boss fight of them all!
The guide arrow will lead you into a parking garage of sorts. It will then
continue to lead you in an area passed a destroyed military jeep and a bunch of
broken crates. That's where Sgt. Douchebag is. If you go in the opposite
direction of the guide arrow, you can find a maintenance room, a save room, and
a couple of jugs of orange juice. However, all these items are guarded by a ton
of zombies as well as the new, bubbly, acidy, annoying zombies that serve no
other purpose than to piss me off!
I recommend at least taking the time to save. Make sure you have a healthy
amount of healing items and ranged weapons. Melee attacks deal the most damage
like usual, but getting up close and personal to this guy is a horrible idea.
He can boot you to the ground, fill you with a bunch of bullets, and then toss
you across the area like yesterday's trash. Luckily, you don't have to stick
around if the going gets tough; in fact, you can leave this area all-together
to forage for supplies. Don't be afraid to do this if necessary.
Otherwise, get ready for this fight. His machinegun deals a ton of damage, so
only peak out from cover when you have a good shot. Be sure to watch whenever
he throws a grenade so you can run away from that area and avoid significant
damage. Sometimes he will hang back behind some cover and fire crazily and
randomly, and this is when his gun deals the most damage, but this is also the
time when it is most easily avoided.
If you are strapped for weapons, you can find a grenade near some of his fallen
comrades as well as assault rifles. It's a tough battle, but with enough
persistence, Sgt. Boykin can be bested. With the good Sgt. dead, though, there
are new problems to deal with. It seems that Rebecca is injured and you need to
carry her back to the safehouse. Oh, boy.
First, scour the area for supplies. You just had a tough battle, and you are
probably low on health. You can grab the LMG that Boykin had as well. It has
200 bullets and it's generally a killing machine. Then use the B button to
carry Rebecca. Exit the parking garage.
You will come across a couple of soldiers. One of them is Sgt. Woo, who, lucky
for you, has not gone bat-shit insane like his fellow soldier that you just
iced. Speak with Woo and he and his subordinate will help you reach the
safehouse. They are both armed, Woo with a shotgun, and while his subordinate,
named Kuss, seems to get stuck on walls a lot, they can help out considerably
with thinning the horde of zombies so you don't have to put Rebecca down at
all. As you could imagine, this keeps things moving at a lot quicker of a pace.
Regardless, make it back to the safehouse. Following the next scene, the
safehouse will be invaded by the undead. Uh-oh! This is actually a pretty sweet
part of the game, if I do say so myself. If you are concerned with trying to
protect the survivors, those of the female persuasion seem to be less efficient
when it comes to fighting off zombies, so if you see any in trouble, try to
keep the zombies off their tail while you gather the necessary items.
You need to get a can of gasoline, a spool of wire, and a generator. The
generator is the closest. You can only pick up one of these items as a time,
as they are "heavy weapon" types. Pick one up, carry it back to the controls
next to the gate, and put them down. Then bring back the other two items and
add them to the pile.
When you have all three of the required items together, press B to start
"hacking" the door controls. Tap A repeatedly to do the "hacking" (really, it's
not hacking. It may be some weird, Breaking Bad type of science, but it's not
hacking). The door will close little by little, and when it is shut completely,
you will be finished with this case.
-------------------
J. CASE 8/TK IS INFECTED
-------------------
OCCURS: SEPTEMBER 28TH
After all the hoopblah subsides and you once again have control of the world's
greatest photojournalist one Frank West, it's time to really put a lid on this
case and the Fortune City outbreak! But before you can do that, there is sort
of a mission within a mission. At this point, Frank will already have had all
the Zombrex shots he requires. However, TK now needs a dose of the good stuff
after having been bit by a zombie and all.
Zombrex can be found in many different areas of the game, in security
lockboxes in the Uranus Zone, and it can also be purchased from the merchants
dotted throughout the city. I recommend just buying some from the merchants as
it's the easiest option and you are sure to have $1,000,000+ anyway, when the
Zombrex will be a fraction of that.
Get the Zombrex first, just to be safe. If you are strapped for cash for some
reason, you can always switch over to Sandbox mode to build up some funds, then
go back to Story Mode and buy the meds. Ahh, I love Sandbox Mode. So awesome.
But once you have the Zombrex, it's time to focus on other matters. This case
isn't going to solve itself, you know. Your arrow will guide you to the
underground system closest to the safehouse, which is really the best way to go
at this point. When you reach the tunnels, hop in the vehicle and start driving
down the system. Abandon your vehicle whenever you see one that is fresher
since these things break down easily. You will notice mercenaries off to the
sides, but don't deal with them unless you need or want a gun.
You will come across a bunch of sandbags and more mercenaries. Kill the two
that are on the wall next to the large, closed door. When they're both dead,
hop behind the sandbags and use the B button to open the gate. Head through the
gate to trigger a scene. There will be a bunch of mercenaries, but you should
be able to take them out without too much of a headache.
When they're dead, follow the guide arrow to a couple of scientists. As soon
as the scene ends, they will start firing at you. They shoot fast, but they die
just as quick. After they're dead, approach their dead bodies for yet another
cut-scene to play.
Don't worry about having to go back through the tunnels. The guide arrow will
lead you right to their spiffy personal elevator. Press B on the buttons on the
wall to call the elevator, then head inside and to use it. Make your way back
to the safehouse to finish up this case.
-------------------
K. THE FACTS
-------------------
OCCURS: SEPTEMBER 28TH
After the legitimately surprising twist, it's time to get done to business.
Make sure you give TK the Zombrex before you start doing this or else you won't
get the S ending. Anyway, when you're ready, travel to Fortune Park to start
destroying the Queen Harvesters.
There is a bunch of these things, and they're all heavily protected. There are
two armed mercenaries as well as a mercenary with one of those laser-rifles
that make you throw up and drop whatever weapon you have equipped. Take it slow
as you move from harvester to harvest, and try to duck into casinos as much as
possible to get checkpoints as you do this. Save whenever you can as well and
when it's wise to do so.
When they've FINALLY all been destroyed, get ready for what is the final boss
fight and the most unique boss battle in the history of the franchise. Stacey
has hijacked one of the rides in the Uranus Zone. Head over to the area
designated by your guide arrow to start this battle.
The fight is pretty straight-forward. It's not even hard...just lengthy. Be
aware that you don't have to stick around in the boss fight area, and you can
actually turn around and go to the bathroom to save or visit the nearby
maintenance rooms...or leave the entire area and go gather supplies. It's
really up to you. Well, anyway, I suppose you'll want to know how to beat this
boss. And I guess it's my job to tell you. So, well, here goes!
What you need to do is trick the claws into smashing on the ground. But first
let's go over the basics with this boss. First of all, notice the large health
meter at the bottom of the screen. The two gold stars to the left of the meter
indicate what stage of the boss fight you are one. The first time the health
bar is depleted, one star will disappear. The second time, the second star will
disappear. The third time, the health meter is red and when it is gone, the
game is over.
In the first stage, this deadly carnival ride can has a few different attacks.
If you stand in the middle, it will swipe from left to right with one of its
claws and knock you backwards. It also can shoot a flurry of missiles at you,
and it also will smash both claws together in an aggravated fashion. On top of
all this, you have to be careful not to get too close, otherwise it will shoot
you backwards with a puff of air, right into the line of fire of some missiles
if you're unluckly. What you need to do here is trick it.
If you notice when it smashes its claws on the ground, it leaves a black circle
on the pavement. Pick either the left claw or the right claw, and focus
entirely on it. Run on the black circle then dodge out of the way when the claw
comes hammering down. Then spam attacks on it until it retracts. Keep repeating
this process until the claw is destroyed and the health bar is depleted.
For the second stage, its claws won't have any armor, but it will now strike in</pre><pre id="faqspan-2">
a downward thrust to try to stab Frank. Its attacks remain pretty much the
same, except it can now jab repeatedly into the ground, and it's somewhat more
difficult to get the opportunity to actually deal damage. Stick to the strategy
detailed in the previous paragraph to try to trick one of its claws into
coming down so you can then wail on it. Use the dodge ability a LOT while this
is all going down to avoid being taking damage.
When the second health bar is depleted, the claws will fall off, and the ride
will rear its ugly head. To the left and to the right are the claws, and they
are the key element to this fight now. You need to jump on top of them when the
lights on them are green and press B to call upon a bunch of missiles. Get out
of dodge fast, as the missiles are going to be going crazy. Spam that dodge.
Make your way to the middle of the area because the missiles damage the head of
the ride and make it stay in one place as Stacey frantically tries to fix the
thing.
This is your cue to run over and press B. What ensues is a QTE session, so get
those fingers ready to tap the buttons that flash on the screen. You have a few
seconds to hit each button, so if you need to take a couple seconds longer to
make absolutely sure that you are going to hit the correct button, then take
these seconds. It's a super frustrating to lose these sections, so keep it
together and QTE like you've never done so before.
Oh, as for attacks with the head, well...you can bypass all of them. Its main
attacks are once again shooting missiles, but it will now try to crush you with
the entirety of its skull. If you stray far away from it but stay in the battle
area, it will spread flames across the place. What I recommend is that after
calling the missiles from the two arms, just leave the area completely and
return after about a minute so you can head right over to the arm and call the
missiles right back immediately.
Repeat this QTE process a couple more times to put Stacey out of her misery.
Enjoy the subsequent cut-scene and whatever ending you earned. There is more
information about the different endings in a later section of the guide.
THE END
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5. Uranus Zone
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For more information on the new Uranus Zone section of the game, please refer
to this guide:
http://tinyurl.com/6emxyaq
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6. Sandbox Mode
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For more information about the brand new Sandbox Mode in Dead Rising 2: Off the
Record, please once again refer to this guide for more information:
http://tinyurl.com/6emxyaq
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7. Co-op
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One of the most popular new features that was in Dead Rising 2 was the co-op
functionality that the game provided. Off the Record retains this co-op mode,
and it functions exactly like it did in Dead Rising 2, with some changes.
Players can randomly join the game of others online (Story or Sandbox) or they
can party up with their buddies and play together.
There are some minor differences regarding co-op in Off the Record, however.
The most prominent is the fact that the final boss fight in the game cannot be
fought with a co-op partner (or at least one that joins in the middle of the
fight). I discovered this through Xbox Live.
If someone is trying to join your game to play in co-op, the radio signal will
pop up, prompting you to press right on the d-pad. You can then choose to let
them join you, switch your game to private to avoid any more messages, or you
can simply say no. To boot players, do so from the pause menu.
There are a few achievements that require players to play the game in co-op.
Furthermore, there are 30 replica challenges of the single-player challenges in
Sandbox Mode that can be played with a co-op partner.
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9. Extras
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For info regarding achievements and extra stuff featured in Dead Rising 2: Off
the Record, please visit this guide:
http://tinyurl.com/6emxyaq
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9. Conclusion
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I hope this guide helped you beat Dead Rising 2: Off the Record for the Xbox
360 and the PlayStation 3!
Special thanks to Jeremy Wise and everyone at CheatMasters! Without them, this
guide wouldn't have been possible!
Did I miss a new survivor? Got a better strategy for one of the challenges?
Well, shoot me an e-mail and I will edit the guide and give you credit for any
corrections, concerns, personal strategies, hints, tips, and what-have-you!
I can be reached via e-mail at:
[email protected]
Feel free to check out my other guides, walkthroughs, and reviews on
CheatMasters!
It's okay...I've got Zombrex.
Legal Information
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