X - Attack
Y - Give Orders
B - Pick Up/Cancel
LT - Aiming
LB - Switch Weapon
Left Analog (push) - Used While Performing
Various Moves For Frank
RT - Aiming Mode
RB - Switch Weapon
Analog (push) - Centers Camera
- Move Frank
Right Analog - Move Camera
Start - Display Pause Menu
- Pull Up Map
D-pad Up - Unequip Item
D-pad Down - Drop Item
D-pad Right - Answer Transceiver
Prestige Points (PP)
In order for Frank to level up, he must collect Prestige
Points (PP) by performing certain acts such as rescuing
survivors, taking photographs, defeating zombies and
psychopaths, along with many other different actions.
As Prestige Points (PP) are earned, the PP bar under
Frank's life gauge will increase allowing him to level
up once it becomes full.
While leveling up Frank's stats will increase randomly
throughout a certain level range. He will be able to
take off more damage, run faster, live longer, carry
more items, and throw items further. Below is a list
of his starting stats for Lv 1:
Item Stock: 4/12
Throw Distance: 1/5
When Frank reaches level 50, everything will be maxed
Frank will learn new skills throughout the game as
he levels up as well. The skills will be given to him
randomly among a certain level range. Check the Items/Move
List for all of Frank's moves.
Saving the Game
The only way to save your game in the mall is to go
back to the Security Room and save at the sofa or find
one of the restrooms in each plaza of the mall. Enter
a stall, lie down, or take a pea break at a urinal to
save your game.
While in Camera View Mode (LT) the following will be
displayed on Frank's camera:
This will appear whenever a picture is taken. When
the target is large, more PP will be given for that
particular shot. The target marker will become bigger
as you get closer to a desired target. The color of
the marker will show what type of shot it is and it
will register on the right side of the screen as one
of the following types.
Any depictions of chaos or zombie feastings will give
you this type.
- A zombie feasting on a human (even a severed hand)
- A zombie or person hit by an explosion
- A zombie or person being hit
- A zombie or person that is attacking
These are some of the more rare shots and will yield
the most PP out of any of
the shots in the game.
- Survivors expressing emotion
- Survivors calling for help
- Cult members chanting
- Boss performing certain moves
Outtakes shots are your blooper pics. Taking a pic
of an unusual action through Frank's mischief or any
strange action that a character performs will net you
Examples of Outtakes
- A zombie with a clothes hangar stuck in its mouth
- A zombie that is tripping over gumballs or pet food
- A zombie with a hunk of meat (severed hand) or condiment
shoved in its mouth
- A zombie getting up from being knocked down
- A zombie with a mask or other item on its head
- A zombie with a painting or skylight bashed over its
These photos are basically normal shots of zombies
as they move.
Examples of Horror
- Any pic of a zombie acting normally
These are basically any revealing shots of any female
zombie or survivor's lingerie. Erotica shots are rare.
Examples of Erotica
- Female zombies in lingerie
- Jessie at certain points of the game
- Sophie while she lies down on the ground
- Cheryl and a few other young women survivors
These are basic shots anything that doesn't fit into
Examples of No Genre
- Store signs
- Store displays
- Normal shot of survivor
This is only used for PP Stickers (See Checklist).
A certain percentage found on the bottom of the screen
will show how much PP the shot will be worth. Move around
and zoom in and out until you have 100% for the greatest
The Battery Indicator is shown in the lower right hand
corner and will show how many pictures can be taken
before the battery is completely dead. Go to any camera
store to recharge the camera's battery.
A red processing gauge will appear in between each
shot and you must wait until that gauge is charged to
take another pic. The more pics you take, the longer
you will have to wait in between each shot. Stop taking
pics for a few seconds to revert it back to its default
Access the Picture Viewer through the pause menu. 30
of the most recent pics that have been taken will be
showcased in the Picture Viewer. From this screen, you
can Zoom (A), Keep (Y), or Delete (X) a pic from the
viewer. An icon of a lock will appear on the pictures
that you elect to keep. The Picture Viewer will be very
important for completing the "Photo Challenge"
Throughout the game, a PP icon will appear above a
character when they perform a certain action worthy
of a snapshot. These Photo Op opportunities will yield
some very high PP depending on how well the shot is
captured. Be sure to take the pics quick though, since
some of the Photo Ops move by very quickly.
These are secret PP bonus items that area hidden throughout
the game. They will give you a maximum of 1,000 PP depending
on how well the shot is taken. Look for the PP Indicator
percentage at the bottom of the Camera View screen to
be able to tell when one of these is in the area.
Throughout the game, Otis will give you several scoops
that you can take advantage of to earn more PP. The
scoops will display in the upper right hand corner of
the screen while in the middle of gameplay and will
have a certain color depending on how much time is left
to reach each one.
Blue - More than 6 hours remain
Yellow - Less than 6 hours remain
Red - Less than 3 hours remain
No Color - No time limit
Press D-pad left to make Frank look at his watch. This
will let you know the game time and will display the
current scoops available. From this screen, you can
also set a Guide Arrow that will help you to get the
selected scoop. To set a guide arrow, select a scoop
on the right hand side then press the A button to have
the guide arrow in the top middle portion of the screen
point the way to that particular scoop while moving
around with Frank. You can also set these on the map
screen by pressing X to bring up the scoops. You must
wait for Otis to call and tell you about a scoop before
you can do one. Otis will not call if you are in the
precise area where the scoops take place. Leave the
area and he will call.
These are the vital missions of the game. Failing any
of these cases will automatically guarantee termination
of all the following cases afterwards. Make sure to
get to each case on time or you will miss out on the
main storyline for the game! The time limit for most
set of cases will end an hour after the starting time
for the next set. So if you have one set that starts
at 6:00 AM on September 20 and the next one begins at
11:00 AM on the same date, you must finish the first
set before 12:00 PM on September 20. Some of the case
sets only have a single part and that part must be completed
an hour after the starting time for that case. For instance,
Case 3-1 starts at 11:00 AM, so you have until 12:00
PM to meet up in the Security Room; if you finished
Case 2-3 and met up in the Security Room for that case
in between 11:00 AM and 12:00 PM then you will automatically
get the cutscene that ends Case 3-1 after the cutscenes
that end Case 2-3. So in other words as long as you
complete the cases at the required times you should
be fine. Otis will always call you when you are late
for the first part of a case if you have done all the
rest of the prior case - in other words, he will contact
you before the first part if you got the "The Next
Case Will Start at XXPM/AM" message after completing
the prior case.
Be extra careful about saving since you can actually
lock yourself into a position which will lead to an
instant fail for the cases every time if you don't keep
up with the time. If that happens, you will not be able
to get certain endings and will not unravel the truth
behind the zombie incident in that game. The only missions
that will be available from a failed game will be scoops.
The concept of time plays a big role throughout the
main game of Dead Rising. Cases and Scoops will only
be available at certain times of the day on certain
days. Once the time has run out on a case or scoop,
there is no going back unless you have a backup save.
Frank can see the current time of the game at anytime
during gameplay by pulling up his wristwatch on his
left hand (D-pad left). Each hour of gameplay in the
actual game is equal to five minutes in the real world.
In 72 Hour Mode you will have 72 hours to complete everything
and in Overtime Mode you will have 24 hours to complete
07:00 PM - Zombies get more aggressive and greater
10:00 PM - All power in the mall turns off.
10:00 AM - All power in the mall turns on and the zombies
become less aggressive and fewer in number.
By earning PP points, Frank will level up to learn
many more barehanded moves compared to what he starts
out with. He will only start with the following:
Punch: Tap X (continuously).
Punt Kick: Press then hold X.
Check the Item/Move List section for more moves that
he can gain.
The whole mall is at your disposal and Frank has access
to tons of weapons found in various stores throughout
the mall. All of the items will replenish upon your
next visit to that location. Each item has about two
commands initiated by tapping X or pressing and holding
X. Some items are more useful when thrown by holding
RT and tapping X.
Books will add certain skills to Frank's stats that
will help him to gain bonuses that he would not normally
receive. Check under the skills menu while holding a
book to see what abilities it holds. You must have the
book in your current inventory to receive the effect.
Check the bookstores in the mall to find many different
types of books. The Item/Move List section has a list
of them all.
Grab food items from around the mall to replenish Frank's
health. Food is automatically consumed once the attack
button is pressed while Frank has the item equipped.
These can actually be considered weapons since you can
throw them at zombies and actually get some good results
sometimes. Pie in the face anyone?
While next to a group of zombies Frank sometimes spreads
his arms out and shoves away the zombies as he runs
by them. The shoving animation is usually triggered
by him running directly into a zombie. Frank will immediately
stop in front of the zombie and say "Oh."
then when you continue to move he will shove back any
zombie that he comes in contact with for a limited amount
of time. Sometimes the shoving happens automatically
and sometimes it will happen if Frank starts to stagger
from getting attacked, but either way, this will help
to keep the zombies off of you while you run through
the hordes of zombies spread throughout the mall. Frank
will automatically shove aside survivors upon contact,
which is good when you need to get them unstuck from
a certain area.
While surrounded by zombies, Frank will run slightly
faster and spread his arms out while running if you
run with the left analog. When he gets to an area with
few zombies he will slow down to his normal pace once
Whenever a zombie grabs Frank, you can move the left
analog back and forth to get free, but whenever multiple
zombies grab Frank, you must enter the specific command
that pops up on the screen. These commands range from
a single button to moving the left analog back and forth
while pressing two buttons. If you are successful, Frank
will throw the zombie off, but if you fail, Frank will
take more damage than usual from the zombie's attack.
Throughout the game, you will encounter several survivors
in the different areas of the mall. Most of them are
seeking shelter to which you can offer by escorting
them to the Security Room. The situation has gotten
the best of some of them however, causing them to have
a mental breakdown and go on a killing spree. Either
way, you can take it upon yourself to deal with these
complications and earn extra PP in the process. Many
of the survivors are found by performing a scoop, but
Otis has not noticed some of them, so you must find
the extra survivors yourself.
When you find a sane survivor, you can talk to them
or perform a certain action based on their request to
get them to join you. Once they have successfully joined,
based on the message on the screen, you will be in charge
of leading them back to the security room. An option
will appear whenever you get close to a survivor with
the actions of "Give", "Carry",
"Hold Hands", etc. You must always return
to Paradise Plaza, take them through the warehouse,
then lead them to the air duct that leads to the Security
Room in order to save them.
While escorting a group of survivors you can choose
from one of two commands:
Press Y to have them follow you from behind. Be sure
to wait up for them and protect them.
- Goal Marker
Hold RT then press Y to set a Goal Marker in an area.
The survivors will move toward that marker. This works
good when you are trying to clear a path of zombies,
so you don't have to worry about hitting the survivors
in the process.
The best command you will find when you get close to
a survivor that has teamed up with you is the "Give"
command that will allow you to give a survivor a weapon
or item. Giving them a gun will be your best option,
especially an SMG. While a survivor is equipped with
a weapon that weapon will not break and, if it is a
gun, they will have infinite ammo. A survivor can only
hold one item at a time, so if you give them something
else they will drop the current item. If you give them
something by mistake then hand them something else and
they will drop the other item. This also goes for items
that they come equipped with. Want that shotgun that
Kindell carries? Give him another item and he will drop
the shotgun. Survivors can also be given food to replenish
some of their health. The food will replenish about
the same amount that it will for Frank.
Watching out for the Survivors
If you want to go and get another group of survivors
while you have some more with you then tell the current
survivors to stay in a safe place such as a restroom
by setting a goal marker in the back of the restroom.
This will keep them safe while you track down the other
survivors in the area. When escorting them through a
zombie-infested area, it is best to direct them to a
safe area and clear a path for them. Once a safe path
is available then lead them through that area. You can
set a Goal Marker at the area (maybe a door) that you
want to lead them to and protect them as they run toward
that destination. Last, but not least, if you have a
single survivor and have the "Lift Up" ability,
you can actually carry them through a crowd of zombies
much easier than having them follow you through them
at times. Frank is less likely to get hit when he is
carrying a survivor in any way, except for the hold
hands option, in which the link is broken very easily.
If you are close enough to a survivor's location when
a scoop is underway or if a survivor is in the area
and you can here them yelling, then you must rescue
them right then or there life gauge will start to fall
when you enter a new area. There are a few exceptions
to this however. If a survivor is already in a safe
place and not in your party then they will stay safe
in that location as long as you do not free them or
speak to them. (ex. Perform "The Hatchet Man"
scoop, but leave the survivors locked up and they will
stay safe until you unlock the gate to the side of the
store no matter where you go).