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"Stubbs the Zombie in Rebel Without a Pulse" (Xbox Version)
Version 1.0 (April 2006)
By Robert Allen Rusk
Copyright 2006 Robert Allen Rusk.
Email: rarusk[gnat]netzero[snot]com
(Note: the [gnat] replaces the "@" symbol in this guide. It is to
thwart spambots looking for email addresses to send spam to.
Simply replace [gnat] with "@" when responding. I chose [gnat]
because it rhymes with "at" and is easy to remember. Same goes
for "." - [snot].)
This guide may only be distributed and/or posted in it's original format. If
you wish to post or use excerpts from this guide, PLEASE ask for my
permission before doing so (especially if you work for a magazine or
website). And remember.....
"Respect is everything."
Besides, contacting me will also give me an opportunity to hook up and talk
shop with fellow "zombies".....
"Stubbs the Zombie" is copyright 2005 by Aspyr Media. Developed by Wideload
Games. All rights reserved.
All other trademarks and copyrights contained in this document are owned by
their respective trademark and copyright holders.
This is Version 1 of my latest guide. I tried to find as many of the Hippo
Heads as I could plus I found different ways to do some of the chapter
sections with interesting results.
| Additional Sources |
--"Stubbs the Zombie" Game Manual
--"Stubbs the Zombie" Xbox Tips and Tricks .PDF book (from Aspyr Media)
| Additional Contributions |
--Mr. Pottymouth
| Other Documents I Have Written |
| "Grand Theft Auto: Vice City" Walkthrough (Strategy Guide) |
| "Grand Theft Auto 3" Walkthrough (Strategy Guide) |
| "Grand Theft Auto: Vice City" Hidden Text FAQ |
| "Grand Theft Auto: Vice City" Suggested Music List FAQ (Xbox and PC) |
| "Grand Theft Auto: Vice City" Version Differences FAQ for PlayStation |
| 2 and Xbox |
| "Grand Theft Auto: San Andreas" Walkthrough (Strategy Guide) |
| "Grand Theft Auto: San Andreas" Hidden Text FAQ |
| "The Chronicles of Riddick: Escape From Butcher Bay" Walkthrough |
| (Strategy Guide) |
| |
| One of the earlier versions of my TCoR: EFBB guide can be found in |
| the book "GameFAQs Presents.....The Ultimate Xbox Strategy Guide" |
| published by Future Network USA. |
| Table of Contents |
| I. Introduction And General Information |
1. Who Am I?
2. My Setup
3. From The Author
4. About The Guide
5. Submissions
6. Stubbs the Zombie
7. Controls
8. Zombie Attributes
8.A. Movement
8.B. Strength
8.C. Brain Eating
8.D. Health
9. Your Attacks and Weapons
9.A. Melee
9.B. Jump-Kill
9.C. Flatulence/Gas
9.D. Gut Grenades/Guts
9.E. Sputum Head/Head
9.F. The Hand
10. Possessing People
11. Creating and Herding Zombies
12. Using Vehicles
13. Know Your Enemies
13.A. Civilians
13.B. Police
13.C. Militia
13.D. Scientists
13.E. Soldiers
13.F. Private Security
14. Hippo Heads
15. Guide Breakdown
| II. "Rebel Without a Pulse" |
1. Welcome to Punchbowl!
1.A. Introduction
1.B. Central Town Square
2. Bleeding Ground
2.A. Main Greenhouse Area
2.B. Greenhouse Sci-Fi Area
2.C. Chasing Mr. Skegness
3. The Slammer
3.A. Inside the Station
3.B. Stubbs' Capture
3.C. Stubbs' Escape
4. Cop Rock
5. Painting the Town Red
5.A. The Parking Garage
5.B. Bank, Outlet Mall, and Streets
6. Punchbowl Maul
6.A. The Mall Entrance
6.B. Mall Interior
6.C. Cletus
7. Fall of the House of Otis
7.A. The Corn Fields
7.B. The Farm House
8. When the Zombie Breaks
8.A. Dam Entrance
8.B. Conference Room
8.C. Treatment Plant
8.D. Top of the Dam
8.E. Hydroelectric Room
8.F. Dam Base
9. The Sacking of Punchbowl
9.A. To the Diner
9.B. Minefield Streets
9.C. To the Laboratory
10. The Doctor Will See You Now
10.A. Going Up
10.B. Dr. Wye
11. Paved with Good Intentions
11.A. Bombing Alley
11.B. Your First Tank
11.C. Sniper Alley
11.D. Back at the Main Entrance
11.E. The Serenade
12. The Ghoul of Your Dreams
12.A. The Lobby
12.B. Andrew Monday
| III. The End? |
| IV. "Maggie's Melons" Lyrics |
| V. Credits |
| VI. Conclusion |
| I. Introduction And General Information |
| I.1. Who Am I? |
My name is Robert Allen Rusk and I am a 38-year old hardcore gamer with about
30 years of gaming experience. I am an ex-gametester (Broderbund Software,
LucasArts Games, Point Of View Computing) and an ex-arcade attendant (Namco
Cyberstation - Pier 39, San Francisco, CA).
I also own multiple systems such as the Sega Dreamcast, Super Nintendo,
Nintendo 64, Atari Jaguar, PlayStation 1, Nintendo GameCube,PlayStation 2,
and, of course, the Xbox.
I currently work at JCPenneys at one of the malls here in San Antonio, TX.
Retail isn't the best job in the world but JCPenneys is a very stable company
unlike some of the other places I have worked for in the past like internet
service providers or web programming companies.
I started writing guides in 2003 because I felt it was something I could do
utilizing my writing skills gained in college and gametesting along with my
passion for vidgames. Over time I have honed my overall writing and
organization skills plus my creative thinking skills. I have extended the
play value of the games I have written guides and FAQs for many times over
plus I have received many letters from all over the world.
I am also what one may call and RGB enthusiast. I hack my game consoles to
try to get the best possible video from them and that usually involves
tapping into the RGB Analog video signals and using them on the right
monitors to achieve my desires. To this end I became a member of the
GamesX.com mod forum and I post regularly on their "RGB + Video Discussions"
forum area.
In addition, I am a member of the X-Otic Computer Systems of San Antonio
(www.xcssa.org), a group who specializes in Linux, Mac, and other systems.
I am also a regular forum poster at GameFAQs, an occasional poster at
www.Atariage.com, and I am also a member of the MOFAT (a members only message
board set up by GTA: Vice City players who met on the Vice City message
boards at GameFAQs).
Outside of gaming, my interests include Godzilla (I have been a G-Fan since
the age of ten) and Red Dwarf (I am currently awaiting the release of Series
VIII on DVD here in the States).
As far as favorite sports teams go my teams are the San Antonio Spurs (NBA)
[the local team], the Denver Broncos (NFL) [although I live in Texas I am
originally from Colorado Springs, Colorado], and the Air Force Falcons (NCAA
| I.2. My Setup |
This guide was written using TextWrangler 2.1.2 on a 1.5 Ghz Single Core
Intel Mac Mini. I view my work in Safari to help in seeing how it would look
on the web and correcting format errors.
I also play my games on my NEC MultiSync 3D RGB monitor using a homebrew RGB
box that contains a EL1883 (MacroVision compatible) sync separation chip to
acquire video sync, for RGB use, from Composite Video.
When I do my writing and guide revisions I run my Mac (on a Compaq monitor)
alongside the Xbox (on my MultiSync 3D monitor). This way I can
simultaneously play and make changes to the guide at the same time.
The sound is hooked up to an old stereo box I got from Radio Shack when I
acquired my first Amiga 500 in 1990 and it has served me well considering its
| I.3. From The Author |
Welcome to my "Stubbs the Zombie" guide! If this is the first time you have
visited, you will find a lot of useful information in a highly organized
format that you can use to beat all of the missions here in this game.
Quotes taken from readers' e-mail are presented "as is" and may include
spelling and grammatical errors.
When I first posted my initial version of my "Grand Theft Auto: Vice City"
guide in 2003, my first one, I did not know how well it would go over and how
many people would respond. I wasn't exactly swamped with e-mail but I do get
letters from time to time.
Sometimes people would ask for advice and others would say how cool the guide
is. All it takes is for one person to say how good and useful your guide is
to make it all worthwhile. And others have made suggestions that have been
incorporated into my guides.
I want to thank GameFAQs for creating a place where such documents can be
hosted for the benefit of all gamers. I also want to thank IGN.com,
NeoSeeker.com, TheVGNation.com, GameHelper.com, and many other sites for
their generosity in hosting my other work on their sites.
I also want to thank everybody who has taken the time to download and
read this guide. I really like this game and I wanted to share my creative
ideas with fellow "zombies".
And, of course, I want to give a special thanks to all those who have taken
the time to write to me and tell me what you thought, make suggestions, and
ask questions.
With that said, let's get down to business shall we?.....
| I.4. About The Guide |
The main emphasis of this guide is to provide a straightforward way to
complete the game as well as find all of the Hippo Heads (explained later).
Although the game has four difficulty settings, this guide was written based
on the NORMAL (default) setting. Most users will play the game on this
setting and probably won't touch the other three difficulty levels.
Some of the names of areas, people, and weapons come from the "Stubbs the
Zombie" Xbox Tips and Tricks .PDF book (from Aspyr Media) and from the User
Manual that came with the game.
| I.5. Submissions |
If you have any comments, suggestions, and critiques, you can e-mail me at
the following address.....
Things to submit.....
| Better ideas. If you have some better way to do certain missions, I would |
| be glad to hear it. Once I confirm it, I will include your idea in future |
| revisions and will credit you for it. |
| Anecdotes and observations (especially if they're funny). |
| Constructive critiques. While I have strived to make this as good a guide |
| as possible, I know it is not perfect. Whatever criticisms you make of |
| this guide please make them constructive so I can learn from it since I |
| may consider doing guides for other games in the future. |
| Grammatical and formatting errors. |
| I.6. Stubbs the Zombie |
When I first heard about this game I was interested because of the unique
nature of it. Up until now there wasn't a game where you were a zombie
instead of shooting them. Plus the fact that it was set in the 1950's and had
a twisted sense of humor made me more interested. This game was one of six
games I got for Christmas in 2005.
It was the last one of those six I played because I wanted to save what I
thought to be the best for last. And indeed it was everything I expected.
Gruesome and funny.
However, it wasn't a perfect game. It was short, a little easy (although
Insane difficulty will keep you busy for awhile), and the driving controls
are lousy. But I still like it. Enough to keep playing trying to find all of
the Hippo Heads and finding creative ways to do things. And of course,
writing this document.
| I.7. Controls |
Although the manual covers the setup pretty good, I felt that I should
include a section on controls for those who have gotten used copies of
"Stubbs the Zombie" that have no manuals.
Below are the controls for the Xbox version:
| On Foot |
Move Around...............................................Left Analog Stick
Look Around..............................................Right Analog Stick
Jump...............................................................A Button
Flatulence/Gas.....................................................B Button
Melee Attack.........................................X Button/Right Trigger
[1] Use............................................................Y Button
Throw Gut Grenade/Guts.........................................Left Trigger
Use Head.......................................................White Button
Use Hand.......................................................Black Button
Crouch.............................................Left Analog Stick Button
Pause..........................................................Start Button
[1] - This button is used to perform the following (when prompted):
--eat brains
--perform a Jump-Kill (explained later)
--push zombies around
--whistle to your zombies
--use control panels
--possess a person (when using the Hand)
--enter/exit vehicles
--rip off an arm
--smash through doors and windows.
| When Possessing a Person (On Foot) |
Move Around...............................................Left Analog Stick
Look Around..............................................Right Analog Stick
Jump...............................................................A Button
Draw/Holster Weapon................................................B Button
Melee Attack.......................................................X Button
[1] Use............................................................Y Button
[2] Zoom..........................................Right Analog Stick Button
Shoot/Melee Attack............................................Right Trigger
De-Possess Victim..............................................Black Button
Crouch.............................................Left Analog Stick Button
Pause..........................................................Start Button
[1] - This button is used to perform the following (when prompted):
--push zombies around
--use control panels
--enter/exit vehicles
--strangle people
[2] - This button is used when possessing a either a Geezer or a Sniper. This
will allow you to zoom in on your targets.
| When Driving Vehicles |
Accelerate/Reverse........................................Left Analog Stick
Turn Vehicle.............................................Right Analog Stick
[1] Primary Attack............................................Right Trigger
[2] Secondary Attack...........................................Left Trigger
Exit Vehicle.......................................................Y Button
Pause..........................................................Start Button
[1] - When using the Tank this fires the Main Gun.
[2] - When using the Tank this fires the Machine Gun.
The driving controls are exactly the same one used in the game "Halo".
Unfortunately, I think they really suck which is why I don't use any vehicles
except the Tank.
| I.8. Zombie Attributes |
Listed below are some your various attributes:
| I.8.A. Movement \
Zombies aren't the fastest things in the world (except in the "Dawn of the
Dead" remake) and Stubbs is no different. For the most part you just shamble
along trying to get a good meal.
But if you continue forward for a few seconds you will break into a solid run
which will catch many of your enemies off guard and you can make quick work
of them to get your fill of brains.
Because of your unique, er...body structure you can jump really high by
pressing the A Button. This will allow to jump over obstacles and perform
Jump-Kills (explained later).
| I.8.B. Strength \
In addition to being able to jump really high you also have a lot more
strength than a regular zombie ought to have.
This will allow you to smash through doors and rip off the arms of your
| I.8.C. Brain Eating \
The main staple, or should I say the only staple, of a zombie's diet is
brains. Brains will help restore some health in the middle of a battle and
regenerate the use of your weapons.
When near a person, regardless of whether you just beat him up, got behind
him, or doing a Jump-Kill, and prompted to do so, you will eat a person's
brains. This will kill your enemy and, after about 20 seconds, convert said
enemy for zombie duty.
| I.8.D. Health \
Zombies may be undead but they are not indestructible. Take enough damage and
your body will cease to function. You will become dead again and this time
stay that way.
If you get low on health run away from the combat area and find cover. Then
wait for a bit and your Health will regenerate on its own.
The higher the difficulty level, the longer it will take for your Health to
| I.9. Your Attacks and Weapons |
Listed below are your attacks and weapons:
| I.9.A. Melee \
To beat up a person just walk up to him and use the X Button or Right Trigger
to initiate a Melee Attack. After a few hits you should weaken him to the
point where you can eat his brains or rip off his arm.
If you have ripped off an arm you can bludgeon somebody with it. It is
usually a one-hit kill. But the arm disintegrates after three hits.
| I.9.B. Jump-Kill \
A Jump-Kill is performed while in the air. Jump toward a person and, when
prompted, press the Y Button. You will quickly pounce on that person and eat
his brains. It is a one-hit kill regardless of the strength of your victim.
However, because of your lengthly hang time, your victim tends to move out of
the way so Jump-Kills are only effective part of the time.
| I.9.C. Flatulence/Gas \
Brains may be low in fat but they can do a real number to your intestines
especially a zombie's. However, it can also be to your advantage.
When you use the B Button you will release a cloud of Gas which will stun or
damage nearby foes. While stunned you can go up to them for a uncontested
Depending on the type of enemy being eaten it may take from four to eight
brains to refill your Gas weapon.
| I.9.D. Gut Grenades/Guts \
You also have the ability to hurl pieces of your intestines and explode them
on command to get rid of a group of enemies.
To throw some Guts press the Left Trigger. Pull the trigger again to explode.
If you don't pull the trigger again the Guts will explode on their own after
a few seconds.
You can only have a maximum of three Guts and it takes a few brains to
regenerate them back to your maximum.
| I.9.E. Sputum Head/Head \
This is one of the most powerful weapons in your arsenal. When you press the
White Button you will remove your Head and roll it on the ground like a
bowling ball. However, because the Head is not a smooth object, you will have
to use the Right Analog Stick to get it the where you want it to go.
This will either knock down your foes or, because the Head is spitting while
it is rolling, convert nearby enemies to zombies. At the end of its run it
will explode with more force than a Gut Grenade. You can also explode it
yourself by pressing the White Button while it is rolling.
It takes a minimum of ten brains to regain the use of your Head.
| I.9.F. The Hand \
The Hand is perhaps the most versatile weapon at your disposal. Press the
Black Button to activate. The camera goes with the Hand so you can use it to
scout ahead, push buttons, push your zombies around, and distract your
But the most important thing you can do with the Hand is possess people and
use their weapons against their friends. I go into more detail in the next
Because of the way the camera operates when using the Hand it can get
disorienting. But after you play around with it for awhile you get used to it
and learn how to climb along walls and go upside down along the ceiling.
It should be noted that you can make the Hand jump by pressing the A Button
and sometimes it will extend its middle finger when in the air.
It only takes one brain to regenerate the use of your Hand.
| I.10. Possessing People |
One of the best things you can do is to use the Hand to possess people. Some
people are better to possess than others.
If your victim has a weapon, like a RayGun, then you can use it against your
enemies. You can also holster your weapon, using the B Button, to walk around
unnoticed. With your weapon holstered you can strangle people when they are
close enough and prompted you can do so using the Y Button. You can also push
around zombies with your victim.
Unlike Stubbs your victim can't regenerate health. You have to be careful and
use obstacles when killing enemies. When you are done with your victim press
the Black Button to de-possess your victim. Even though your victim died by
your Hand he can't become a zombie.
| I.11. Creating and Herding Zombies |
One of Stubbs' most important powers is the power to create zombies. When you
do any of the following to a victim you will create a zombie:
--eat brains
--kill him with a Melee Attack
--infect him with the Head
--rip off an arm
--bludgeon a person with an arm
--kill him with a Gut Grenade
In addition, whenever any of your zombies claim a victim that victim will
also become a zombie.
If you get a large number of zombies together you can make things easier when
encountering a large group of enemies. Your zombies can distract, kill, and
you can use them as shields so you can get closer to the enemy to claim your
own kills.
To move your zombies forward get behind one and press Y when prompted. You
can also get ahead of them and whistle, also with the Y Button, to get them
to follow you. However, there are those who don't follow you. These you have
to push.
One of the things I mention in the guide is Zombie Herding. The basic premise
is to get as many of your zombies in a given area and herd them to another
area to deal with your enemies. It is kind of like herding cats but without
the allergies. I've herded as many as 25 into a given area.
Although Stubbs can do fine in getting them to move along, using the Hand is
even better. You can go along walls and push your zombies at angles that
Stubbs can't to get them where you want them to go.
You can even push your zombies into another section of a chapter. More often
than not, when you enter a new section, you can't go back to the previous one
and get some of your zombies. But if you know where the end of a section is
then you can push your zombies ahead of it and when you go past it yourself,
and the new section loads, you can use your zombies in the new area. This can
be quite useful.
| I.12. Using Vehicles |
Stubbs can drive some of the vehicles he encounters. To get into one you just
have to press Y when near one to enter.
To go forward and backward you use the Left Analog Stick. To go right and
left you use the Right Analog Stick. To exit a vehicle you use Y again.
When using the Sod-O-Mobile you use the Right Trigger to fire the Sod Gun.
When inside a Tank you use the Right Trigger to fire the Main Gun and the
Left Trigger to fire the Machine Gun.
| I.13. Know Your Enemies |
Listed below are the enemies you will face in your travels.
Each enemy type has a Possession Rating. This tells you how good a person is
for possession with the Hand. The ratings go from Poor, Below Average,
Average, Above Average, and Excellent. Those with Excellent ratings you
definitely want to get your Hand on (pun intended). I should note that even
though you can take some damage when you are in possession of a person you
can be instantly killed, regardless of health, with a well placed head shot.
Weapons for each enemy type are listed along with notes that gives some
background on your foes.
| I.13.A. Civilians \
Possession Rating: Poor.
Notes: They come a variety of dress and includes both genders. They are
generally unarmed but in later chapters some of the men will attack
you with axes, bats, crowbars, and even frozen fish. But even then
they do little damage. There is no point in trying to possess one for
they serve as nothing more than a walking power-up.
| I.13.B. Police \
The Police mainly serve to keep order in this new town. Because of the way
the society of Punchbowl is structured there is little if any crime to deal
with. But they are ready for trouble nevertheless.
| Cops \
Possession Rating: Average.
Weapons: Standard Issue Revolver (six rounds - all Cops)
Taser (some Cops)
Notes: These are the standard street Cops that all cities have. They serve to
maintain order and to keep the doughnut population under control.
They are issued the standard six shot revolver. Some of the Cops have
an additional weapon which is the Taser. The Taser can stun you a
little bit and cause some damage (at Insane difficulty it will do a
lot of damage). In large groups the Cops can do considerable harm when
they are all firing at you at once.
When possessing a Cop try to aim at the heads of your enemies. You can
blow them off with about two shots. The reload time is fairly quick so
you aren't vulnerable for long. The Taser is not really useful but you
can you use it to surprise unwary Cops or kill an injured one.
| DeskJockeys \
Possession Rating: Average.
Weapons: Standard Issue Revolver (six rounds)
Notes: These are the guys who hang out at the station and handle the tougher
stuff. They are a bit tougher than the Cops and are a little more
accurate in their shooting. When possessed you handle them just like
you would the Cop. Aim for the head to speed up kills.
| RiotCops \
Possession Rating: N/A.
Weapons: Club
Notes: These guys are the toughest of the lot mainly because of their body
armor and shields. However, they don't carry guns so you can get away
from them easier. Their Clubs can do quite a bit of damage if you
decide to take them on.
Because they wear helmets you cannot possess them or eat their brains.
Some of them even wear gas masks making them immune to your Gas
weapon. But you can rip off their arms to gain a weapon and kill your
| I.13.C. Militia \
The Militia are the Quaker State Irregulars. They are led by Otis Monday,
grandfather to Andrew Monday. They reject change and won't even recognize
Alaska and Hawaii as states. They also carry old weapons.
Some of them can become Gunners. A Gunner is a person that sits behind an old
style water cooled machine gun. You can possess that person and use the
machine gun on those in front of you. However, it has a limited angle of fire
and you are vulnerable when using one. The best thing to do against them is
to attack them as quickly as possible to keep them from shredding your zombie
| Geezer \
Possession Rating: Above Average.
Weapons: Musket (one round)
Notes: These guys are the oldest and skinniest of the Militia. They use the
old Musket rifle which can do some damage even from long range.
However, because the Musket takes a very long time to reload, they are
quite vulnerable and can easily be overtaken.
When possessed, with careful management, you can do quite a bit of
damage even with the lengthy reload time of the Musket. You can nail
enemies from long range, thanks to the one-level zoom, while staying
outside of theirs. You'll automatically kick out of zoom mode when you
reload. Annoyingly you'll also be kicked out of zoom mode if you get
shot by someone. Because the Geezer is the weakest of the group, you
can easily be killed with one shot so you will have to use cover, and
your Musket, wisely.
| Shotgun \
Possession Rating: Below Average.
Weapons: Shotgun (two rounds)
Notes: These guys are stronger than the Geezer and carry Shotguns. Their
Shotguns aren't very good from long distance but is quite powerful up
close. These guys are also annoying in that they can run backwards
fast while reloading. This means, if you are chasing one, by the time
you catch up to him he will have reloaded and will shoot you point
blank which causes you to stop and take damage from his second shot.
Even so, they are still not that hard to deal with. Just get up close
and slash him up.
When possessed they are not very good. You have to get within range of
your enemies so your Shotgun will be more effective and your enemies
can kill you quickly before you can do much damage.
| Chainsaw \
Possession Rating: N/A.
Weapons: Large Chainsaw
Notes: These guys are the largest of the Militia and carry a Large Chainsaw
which can quickly destroy your horde unless dealt with promptly. For
some reason these fellows cannot be possessed.
When attacking one wait for him to start swinging, back up a little
when he does, and hit him three times when he finishes. Repeat until
you have the ability to rip off his arm then beat him to death with
They also make good zombies because their mass makes them hard to
| I.13.D. Scientists \
These are the Scientists who work with and for Dr. Wye. They are usually
armed with the latest weapons like the RayGun and BoomStick. Their weapons
don't need to be reloaded but can overheat which will prevent them from
firing until they cool off.
| LabCoat \
Possession Rating: Average.
Weapons: RayGun
Notes: These guys wear white lab coats and are a bit slow on the fire rate.
But in large groups they can be a handful. The RayGuns aren't able to
slow you down, even as you take damage, so you can run up to a LabCoat
and kill him.
When possessed you will find that the RayGun doesn't fire in a
straight line. It tends to curve a bit in random directions. This can
be a bit of an advantage allowing you to shoot around cover. The slow
fire rate will make it bit tougher to destroy fast moving enemies.
| GreenCoat \
Possession Rating: Above Average.
Weapons: RayGun
Notes: These guys wear green lab coats and are much faster on the fire rate.
They don't appear to be tougher than the LabCoat but you will take
more damage, because of the increased fire rate, when attacking one.
When possessed you treat him like you would a LabCoat except the
increased fire rate will make it easier to destroy enemies.
| BoomStick \
Possession Rating: Excellent.
Weapons: BoomStick
Notes: These guys carry the most advanced weapon in the Scientist arsenal:
the BoomStick. It looks like a Shotgun but with a blue dish on the
They are also the most annoying enemy in the game. The BoomStick emits
a rapid fire concussive ray. Not only will you take damage from it you
will also be knocked away from your enemy. There's nothing more
irritating that getting up close to a BoomStick only to be knocked
halfway across a room. Even worse, they can knock you off a ledge and
fall to your doom thus forcing you to start from your last save point.
When attacking a group of Scientists go for the BoomSticks first.
When possessed the BoomStick makes an excellent weapon. You hardly
have to touch the trigger to send people across the room or kill them.
But don't allow the BoomStick to overheat too much. If you do the
weapon will explode killing your victim.
| I.13.E. Soldiers \
These are the soldiers stationed at nearby Fort Gripweed. They carry a
variety of weapons and can be difficult to deal with.
Some of them can become Gunners. A Gunner is a person that sits behind an old
style water cooled machine gun. You can possess that person and use the
machine gun on those in front of you. However, it has a limited angle of fire
and you are vulnerable when using one. The best thing to do against them is
to attack them as quickly as possible to keep them from shredding your zombie
| Grunt \
Possession Rating: Average.
Weapons: Assault Rifle (20 rounds)
Notes: These guys usually wear a red beret or a standard green cap. Their
Assault Rifles can do quite a bit of damage. They, like the Shotgun,
can run fast backwards while reloading. They can also throw Grenades.
Listen for one of them to say "Hope you like the taste of pineapple!".
Then run away and wait for the sound of an explosion before pressing
your attack.
When possessed they make a decent weapon. Even though you have a large
magazine it can go fast meaning you will spend a lot of time
reloading. Take short controlled bursts to make your magazine last.
The Assault Rifle doesn't exactly have the greatest range so you may
have trouble killing long distance targets.
| Helmet \
Possession Rating: N/A.
Weapons: Assault Rifle
Notes: These guys are exactly like the Grunt except they wear combat helmets.
This makes them impervious to your Hand. The best thing you can do to
them is rip off an arm so you can use it to beat down other Soldiers.
| Bazooka \
Possession Rating: Average.
Weapons: Bazooka (two rounds)
Notes: These fellows carry one of the most dangerous weapons in the game: the
Bazooka. When you find one attack him immediately since they can
quickly wipe out your horde with their rockets. Get up close as fast
as possible. They are not a threat up close since they don't want to
blow themselves up.
When possessed they make a good long range weapon. They are a bit slow
on the reload so you need to find some good cover to use when doing
so. You can't let your enemies get up close since using the Bazooka on
them at that range will more than likely result in the death of your
| Sniper \
Possession Rating: Excellent.
Weapons: Sniper Rifle (four rounds)
Notes: The Sniper carries the best weapon in the entire game. They tend to be
on high ledges so they can easily take apart you and your horde with
their rifles. You will have to get up close to their ledge and throw a
Gut Grenade up at them to kill them.
When possessed a Sniper can do some major damage. Easily the best
person to possess, period. You can zoom in on your victims using the
Right Analog Stick Button. There are three levels of zoom. Click on
the button a fourth time to get out of zoom mode. You'll automatically
kick out of zoom mode, regardless of magnification, when you need to
reload. Annoyingly you'll also be kicked out of zoom mode if you get
shot by someone.
| I.13.F. Private Security \
This is Andrew Monday's Private Security squad. Led by Mr. Skegness they are
disguised as barbershop quartet singers because Andrew Monday feels that
having a bunch of black suited guards around gives the impression that
Punchbowl isn't safe. They are also armed with some of Dr. Wye's weapons.
| Barber \
Possession Rating: Above Average.
Weapons: RayGun
Notes: The Barbers carry rapid fire RayGuns and can be quite formidable when
in a group. They are also a bit tougher when melee attacking them. But
they do have a weak spot. When you approach one sometimes they stand
there and say something like "Oh it's your turn!" or "I don't care
anymore!" If you have a full head of steam going you can get behind
one when he is saying something to you and eat him before he finishes.
They are also very powerful jumpers. They can jump all the way from
across a room to melee attack you and your horde.
When possessed the rapid fire RayGun can make quick work of your
adversaries especially when aimed at the head. The Barber's overall
toughness allows him to better survive RayGun attacks so he can live
longer. Unfortunately your victim can't "superjump" to cross a room.
They just have a regular jump.
| JetPack \
Possession Rating: Below Average.
Weapons: RayGun
Notes: Just like the Barber except they fly around on JetPacks. The best way
to attack one is to throw a Gut Grenade in the general direction of
one and detonate it when it gets close.
When possessed you'd think that a JetPack would make a great weapon.
However, while you can move forward-backward-left-right, you can't go
up-down thus severely limiting its use.
| ElectroCannon \
Possession Rating: Average.
Weapons: ElectroCannon
Notes: These guys carry what looks like a Bazooka. But it is what I call an
ElectroCannon. The thing that it fires looks like a white orb with a
wavy tail behind it. It explodes on contact with a solid object and
when it does it creates a shockwave that can do quite a bit of damage
to you. Try to make these guys a priority if you come across them.
When possessed they can make a reasonably decent weapon. The thing to
note is that this weapon doesn't fire in a straight line. It fires in
an arc so you have to angle your weapon upward in order to get the
"shell" to go where you want it to. You have to hold down the Right
Trigger to charge the weapon and release it to fire. If you hold the
Right Trigger down for too long the weapon will fire on its own.
| I.14. Hippo Heads |
The last thing I will talk about before going into the main portion of the
guide is something called Hippo Heads. These Heads will appear in various
places in most sections. However, and this is important, they only appear
AFTER you have beaten the game and you replay any chapter at any difficulty
You don't gain any special powers if you activate one. Instead it activates a
Designer Commentary. This will give you some insight into what went into the
game. Very nifty if you want to learn how games are designed these days.
At this time I have found 48 of them. There may be more but I haven't
stumbled into any lately as I neared completion of this document.
I shorthanded them to HH and I have tried to include accurate instructions on
how to find them. They are listed at the end of any chapter section where
they can be found.
| I.15. Guide Breakdown |
Each chapter section can be broken into four parts.....
| Orientation \
On some sections this is done to help you find certain items like doors,
Hippo Heads, and your way around maps.
| Basic Strategy \
This is the basic strategy to completing the chapter section. May include
additional ideas and musings.
| Zombie Transport \
This will tell you if you can take some of your zombies to the next section
of a chapter. When you go from one section to the next you usually aren't
allowed to go back to the previous one. But if you push your zombies along
far enough ahead you may be able to take them with you to the next section
when it loads up. You cannot take zombies from the end of one chapter to
the beginning of the next one.
| Hippo Heads \
This is where the Hippo Heads in a chapter section can be found.
With that explained, I will now finally move on to the story.....
| II. "Rebel Without a Pulse" |
The year: 1933.
Edward "Stubbs" Stubblefield is trying to make a living as a traveling life
insurance salesman. But this is the Great Depression and things are very
tough. As a matter of fact, things have always been tough for Stubbs. His
life has been nothing more than one long streak of bad luck.
One night Stubbs paid a visit to the wrong house and ended up having a large
chunk of his abdomen removed with a shotgun. Now he lays in an unmarked grave
somewhere in the Pennsylvania countryside. For once things are looking up for
Stubbs. His depressing life is over and now he can rest in peace.
But fate has a different destiny for Stubbs.....
The year: 1959.
Now, in this same countryside, a mighty city has been built. The city of
Punchbowl. But this is no ordinary city. It is the City of the Future. Robots
have made menial chores a thing of the past. Everything is neat and tidy.
There is no crime or any of the urban problems of other cities.
It is the brainchild of playboy industrialist Andrew Monday. He has funded
this city of dreams using the technology of Dr. Hermann Wye, a former Nazi
who is now a American citizen "working for the good guys".
On a clear spring day, a teenager and his girlfriend are sitting on the grass
and are about to share a hotdog together. But right beneath them something
begins to stir. Just as the teenagers are about to bite into their hotdog,
Stubbs reaches up from the ground and grabs it.
Stubbs then climbs out of the soft earth and looks around. As Stubbs is
gaining his bearings he is approached by a GuideBot and thus his adventure
| II.1. Welcome to Punchbowl! |
As the story begins Stubbs has just risen out of the ground and needs to
figure out where he is and what he can do. Luckily the GuideBot is more than
happy to show him around and teach him the things he needs to know about
himself and Punchbowl.....
| II.1.A. Introduction \
| Orientation \
North is the "Savings & Loan" building directly ahead of Stubbs when you
start the level.
| Basic Strategy \
This section is basically a tutorial regarding the controls. After using your
Right Analog Stick you are free to move about before continuing with the
After basic exploration, and eating some brains, head back to the GuideBot
and finish out the tutorial so you can move on to the next section.
| Zombie Transport \
| Hippo Heads \
[HH1] - Behind the trash can on the west end underneath the "Mitch's
Hovercars" sign.
Directions: From your starting position head northwest until you
reach the sidewalk then head west until you reach the
Hippo Head.
[HH2] - On the east side of the huge obelisk south of the main entrance to
Directions: From your starting position head east until you reach the
huge obelisk. The Hippo Head should be on the opposite
| II.1.B. Central Town Square \
| Orientation \
North is the Andrew Monday statue ahead of Stubbs when you start this
| Basic Strategy \
As this point you are free to wreak havoc in the park in front of City Hall.
When you start this section your Gas has been refilled. In addition, there
are plenty of Civilians to chew on and convert. Start with the ones near the
Monday statue.
North of the statue is an incline leading to the large fountain. It is here
you will encounter some more Cops, three of them to be exact, and they will
be firing at you as you continue to get your fill of brains. You can either
charge at the Cops yourself or use your new converts to attack them for you.
If you look to the east four more Cops will be converging on your position.
By now you should have a rather large zombie gathering. Use them to distract
the Cops while you sneak up from behind and chew on them.
Continue heading east toward where you are supposed to exit the level, two
more Cops will emerge. Once they are taken care of you can either exit the
section, by going onto the Monorail, or explore the area further and
encounter more combat with the Cops.
| Hippo Heads \
[HH3] - Just south of the Monorail entrance.
Directions: Find the Monorail entrance but don't enter. In the area
with the two doors directly south of the entrance is the
Hippo Head.
[HH4] - In a cubbyhole just north of the Monorail entrance.
Directions: Find the Monorail entrance but don't enter. In the
cubbyhole, past the area with two doors, north of the
entrance is the Hippo Head.
[HH5] - In front of the building directly west of City Hall.
Directions: Go to the front of City Hall. Turn and head west until
you come to a large brown building. The Hippo Head can be
found in one of the large cubbyholes that has doors.
[HH6] - In front of the building directly west of the Andrew Monday statue.
Directions: Start at the base of the stairs in front of the statue.
Go directly west from here, jumping over the large potted
plant, and you should run straight into it.
| II.2. Bleeding Ground |
Stubbs escapes the Cops by getting on the Monorail. When Stubbs gets off of
the Monorail he sees a picture of Maggie Monday and develops a crush on her.
She is appearing at the Fertile Crescent Biodome and that is where Stubbs
wants to go.....
| II.2.A. Main Greenhouse Area \
| Orientation \
Stubbs is facing north when he is looking at the Sod-O-Mobile at the
beginning of the section.
| Basic Strategy \
When you start you are given a full unit of Gas to use on your enemies.
There are two ways to go through this area. The first is to take the
Sod-O-Mobile and run over and shoot at all of the Police and LabCoats (who
are unarmed in this chapter), using the SodGun, in the Main Greenhouse Area.
The second method is to stay on foot and attack all of the people you come
across to build a nice sized zombie horde.
If you go northeast from where you start and follow the main path around the
greenhouse you will come up to a door that has the numbers 1109 above it. At
this point you can't enter it so continue north along the main path attacking
all people you come across.
After you get past door you will see the green arrow cluster pointing to
where you are supposed to go. When you get there you will see another door.
However, you will also see more Police including one who is driving another
If you are driving the Sod-O-Mobile from the beginning of this section shoot
the other one until the Cop is knocked away from it or killed. If you are on
foot wait until he gets close enough then use your Gas to get him to leave
the vehicle so you can eat him.
After dealing with these threats go through the door. Once you go far enough
into the hallway the door will close behind you and lock itself. Follow the
hallway and it will lead you into a large control room with plenty of Cops
and LabCoats.
Start by going onto the upper level and killing all of the Cops and LabCoats.
After dealing with them go and activate the control button. This will open
the 1109 door and unlock the door you came in from.
Leave the control room and reenter the Main Greenhouse Area. Go back south to
the 1109 door. You may encounter some more Cops along the way but most of
your zombies will still be outside so you can use them to deal with the
Once you get to the 1109 door, go through it and down the hallway to get to
the next section.
| Zombie Transport \
| Hippo Heads \
[HH7] - On top of one of the large control panels near the end of the bridge
in the main control room.
Directions: When you enter the main control room go up the ramp on
your right. Just as you get on the bridge look down.
Below you, and on top of the large control panel, is the
Hippo Head.
[HH8] - At one of the corners inside the large garage area on the west side
of the greenhouse.
Directions: From your starting position go west along the path until
you reach a junction. Go left and continue on the path
until you come upon a very large door. Go inside and to
your left in one of the corners is the Hippo Head.
[HH9] - At the northwest end of the "island" inside the main greenhouse.
Directions: From your starting position go west along the path until
you reach a junction. Go right. As you go along the path
you should see the gently sloping grass to your right. At
the notch on the wooden wall is the Hippo Head.
| II.2.B. Greenhouse Sci-Fi Area \
| Basic Strategy \
When you start this section Stubbs is inside a dome that is connected to a
couple of narrow hallways. One hallway leads back to where Stubbs came from
and the other leads toward a Fix-It-Bot. When you get nearer to the
Fix-It-Bot you will enter another dome. On the floor it will have an arrow
that points to the Gift Shop (going left).
Follow the arrow and into the next hallway. Keep going along the path,
killing any Cop and LabCoat you see, and you will go back outside into
another, smaller, section of the greenhouse.
It is here that you encounter GuideBot again. At this point you now gain the
use of your Gut Grenades. Use one on the two Cops ahead of you. Go forward
and use the large plants as cover as you attack the Cops ahead of you.
Eventually you will get to second set of hallways that leads you back inside.
As you continue attacking the Cops along the way you will come to another
junction with the Gift Shop arrow on the floor (pointing left). If you
continue going straight you will end up in a dead end room with a Fix-It-Bot
Follow the arrow and go along the hallways, killing all you come across,
until you get back outside again. This area is much larger than the last
section with a large hill. The are two paths from here that go around the
hill and will come back to a third set of hallways. There is also a good
number of Cops and LabCoats here and you can use the large plants and your
other zombies for cover as you attack them.
When you enter the third set of hallways kill the Cop where you turn left and
go along the hallway until you reach another junction room with the Gift Shop
arrow pointing forward. At that point a cutscene will play that shows Mr.
Skegness leading Maggie Monday away. This will also end this section of the
| Zombie Transport \
Yes. There is no door to seal you away from the previously explored area so
you can go back and get your zombies for the section ahead.
| Hippo Heads \
[HH10] - In the dead end room with the Fix-It-Bot in the first set of
hallways when you start this section.
Directions: When you reach the junction room that has the Gift Shop
arrow on the floor keep going forward into the room that
has the Fix-It-Bot in it. The Hippo Head should be to
your left.
[HH11] - At the right hand turn in the third set of hallways.
Directions: When you enter the third set of hallways you will make a
left turn. When you get to the next room, where you make
a right turn, you will see the Hippo Head to your left.
| II.2.C. Chasing Mr. Skegness \
| Basic Strategy \
If you go back to the junction after the cutscene and go right you will end
up in a dead end room. If you have any zombies remaining you may want to herd
them forward into the hallway. You will also pass over another outside
section while inside the hall. The Cops may shoot at you but can't hurt you
while you are in the tube above them.
Eventually you will go back outside and there will be at least one Cop
waiting for you. With them gone push your zombies forward. You will end up
beneath the tube you were in earlier. There will also be a large number of
Cops and LabCoats present. This is why I recommend zombie herding here to
make this section easier by giving the Cops something other than yourself to
shoot at.
Continue past this part and you will get to a second set of hallways. There
will be three Cops present but they can be dealt with with little effort.
Follow the hallway and you will reach another junction room with the Gift
Shop arrow on the floor (pointing left).
Follow the Gift Shop arrow and kill the four Cops along the way. You will
eventually get to the Gift Shop and the end of this chapter (as well as
introduce you to Otis Monday).
| Hippo Heads \
[HH12] - In the dead end room with the Fix-It-Bot in the second set of
Directions: When you reach the junction room with the Gift Shop
arrow on the floor (pointing left) go forward. You will
reach a dead end room with a Fix-It-Bot. The Hippo Head
should be to your left.
| II.3. The Slammer |
After going through the greenhouse Stubbs shambles into the Police Station in
his quest to find Maggie Monday.
| II.3.A. Inside the Station \
| Basic Strategy \
When you start you will be in the profile room with three prisoners. Chew on
them to get things started. When the door opens you will be confronted by a
DeskJockey. Deal with him then go through the door next to the water cooler
to proceed through the next room.
In the room after that you will encounter two Cops and a DeskJockey. Use your
new horde to help in dealing with them. From there enter the hallway and kill
any Police you find along the way including those in siderooms like the
At the end of the hallway you will enter a large room with multiple doors and
a red carpet. The two doors on your right will lead into the radio room that
has a Cop in it. The doors on your left are locked. You can only go through
the door ahead of you.
Go through the office, dealing with any Cop you encounter, and to another
room with multiple doors. The doors to your left and ahead of you are locked.
The only door you can go through is the one to your right. This door will
lead you into the locker room that has at least three Cops inside. Go through
the locker room, killing and converting Cops as you go, until you reach a
room that has a bench in the middle. Kill any Cops in this area and go to the
large door ahead of you.
This will show a small cutscene and open up the large conference room that
has multiple Police within. Use your horde and go charging in. Try to get
behind the Police and munch on them to increase your horde. As the battle
progresses more doors will open and more Police will enter. But so will more
Eventually the door with the exit sign will open up and several DeskJockeys
will emerge. Use your large zombie horde to attack them. After getting rid of
all of the DeskJockeys you can head for the exit door. However, when the door
opens, several RiotCops come out and capture Stubbs.....
| Zombie Transport \
| Hippo Heads \
[HH13] - In the corner of the room on the other side of the one-way glass for
the profile room.
Directions: After exiting the profile room go to the door on your
right. After entering this room turn around. The Hippo
Head should be in the corner next to the door.
| II.3.B. Stubbs' Capture \
| Basic Strategy \
Stubbs has been caught and is strapped to a gurney. Stubbs has to find a way
out of this problem before he is either dissected or destroyed. It is here
that you finally gain the Hand weapon.
When you begin this section the Hand is on the ground. You must move the Hand
into the ventilation shaft on the wall ahead of you. Once inside the shaft
there are three places you can go.
Shortly after you enter the shaft there will be a fork where can continue
ahead or go right. If you go right you will enter a room with a bunch of
Police in it. You can possess a Cop and go on a rampage but with the other
Cops in the room it will be very risky. If your Hand, and/or your victim,
gets killed you will have to restart the section over.
If you proceed forward, up, and then down you will reach a junction where you
can turn left. If you go left it will take you to a cell with a prisoner.
This cell is the place closest to Stubbs. If you possess the prisoner the Cop
outside will open the cell door. If you exit quickly while the Cop is at the
door control you can strangle him. Turn left and head for the control area.
Use the control panels to lure the Cop away from the door so you can open it
and free Stubbs.
If you proceed forward from this junction you will end up another room with
some Police in it. However, unlike the last Police filled room there are only
two people in it, a Cop and a DeskJockey. But you are also the furthest from
Stubbs. You can possess the DeskJockey and shoot and strangle your way
through to the jail area. Risky but can be fun if you are in the mood for a
little carnage.
Regardless of which room you end up in and who you possess, when you reach
Stubbs you will free him and you can move onto the next section.
| II.3.C. Stubbs' Escape \
| Basic Strategy \
When you start this section you will have your new Hand weapon but no Gut
Grenades or Gas.
First off, munch on the two Scientists then kill the RiotCop. When you enter
the main jail area kill the other RiotCop then use the control buttons to
free the prisoners. Munch on the prisoners to build your horde then head for
the exit.
When the main door opens several RiotCops will enter. Use a couple of your
Guts to thin them out a bit then kill the survivors. Once you get through the
main door turn right. Four more DeskJockeys will be waiting for you amongst
the pillars. Use the pillars for cover and your fellow zombies to kill off
these DeskJockeys.
There will be more Cops in the next room. At this point you should have a
pretty good sized horde so you can just tear through this room with little
The next room is a larger room that leads back to the hallway. Rush to the
pillar at the far end of the room as four DeskJockeys appear. Use your Gas to
stun them then eat them to regain your Gas.
If you follow the hallway from here, when it gets to the long straightaway,
you will see a bunch of RiotCops and other Police. There are other Police
within the rooms along the hallway. You can use these rooms to divide some of
them and gain some more zombies for your horde. You can charge up the hallway
with your horde but you can expect a lot of resistance and take considerable
One option is to find a safe place and use your Hand to herd your zombies
toward the Police then find an isolated person and possess him. Then use your
weapon to thin out the Police, especially the RiotCops. Hopefully, by the
time your possessed Cop, or DeskJockey, dies, you will have thinned their
numbers to make going up the hallway a lot easier.
Regardless of option, once you have killed off all of the Police and made
your way to the exit door you can proceed to the next chapter.
| II.4. Cop Rock |
Eventually Stubbs finds his way into Chief Masters office. Masters wasn't
kidding when he said he was going to dance on your grave and challenges
Stubbs to a dancing contest.
This contest is controlled by the four face buttons: A, B, X, Y. The dance
floor resembles the old-school electronic game "Simon". Masters goes first
and you must mimic his moves when it is your turn. When Masters is dancing
note the sequence of lights. When it is your turn you must copy the sequence
using the face buttons.
There are five rounds in total and if you blow a lot of moves in any given
round Masters will taunt you and you must start the round over again. If you
still can't get past a certain round after several tries the game will give
you the option of skipping the dancing altogether and go to the end of the
Here is the breakdown of the five rounds:
Round 1 - Four sequences with four moves each.
Round 2 - Four sequences with four moves each.
Round 3 (Dance Faster) - Eight sequences with four moves each. The lights go
much faster in this round.
Round 4 (Double Beats) - Eight sequences with five moves each. The speed goes
back down but there is an extra move. The third and
fourth moves come very close together. Example:
Round 5 (Bonus Round) - Eight sequences with eight moves each. The thing to
know about this round is that the last four moves are
exactly the same as the first four. Example:
What happens if you get Perfect on every single sequence? You will be treated
to a cutscene of some of the Barbers singing a song called "Maggie's Melons"
which is a song you heard a bit of when you started the chapter "Bleeding
Ground". The lyrics are posted at the end of this document.
When you get past the fifth round regardless you will see Masters dancing
himself into the Armory. However, Stubbs managed to get some of his Guts onto
Masters shoe and when it explodes it destroys Masters, the Police Station,
sends Stubbs airborne and into the next chapter.....
| II.5. Painting the Town Red |
After being blasted airborne by Chief Masters, Stubbs lands on a car at the
top of the main parking garage. After falling off of the top level of the
garage, Stubbs decides to make his way through the shopping district of
| II.5.A. The Parking Garage \
| Orientation \
Stubbs is facing north when you start this section.
| Basic Strategy \
When you start this section you will be in a street with the Parking Garage
to the northwest. To the south, and behind you, will be a couple of Cops but
they will be attacked by some zombies. At the intersection ahead will be
several Civilians, some of them armed.
Go and munch on the Civilians. As you do so a couple of Police Cars will show
up and and four Cops will emerge. They will also be joined by three
DeskJockeys. Let your new zombies distract them so you can get behind the
Police and eat them.
After dealing with them, and gaining a nice little horde, you can begin to
enter the Parking Garage. The entrances are on the north and west sides of
the garage.
If you go north along the east side of the garage you will encounter three
more Cops and four RiotCops. Three more Cops will emerge from the north
entrance when you arrive there.
Inside the garage are a bunch more Cops but by now you should have a medium
sized horde so they will have plenty to shoot at while you plan your attacks.
If you go through the north entrance you should see the ramp leading to the
second level to your left. But there is a nice little shortcut that will
actually get you behind the Cops on the second level. Stay on the ground
level but go south to the other end of the garage. Turn left when you get to
the south end and you should see a curved ramp leading up. When you get to
the top you will be on the second level and behind the Cops who should be
shooting at your horde. Good way to ambush.
(It should be noted that if you clear the ground floor of all of the Police
you can get more to appear. Exit from the north end, go around to the east
side of the garage, go south and around the south end, and approach the west
entrance. Several more Police will appear inside the garage, mostly
DeskJockeys with a couple of Cops and a RiotCop. A good way to increase your
After dealing with these Cops proceed to the third level. Partway up you
should see a Police Car heading your way (and running over some DeskJockeys
in the process). Get out of its way and attack the Cops that emerge from the
car. From there head up to the third level and then go up to the fourth
level. Use the pillars for cover as you attack the Cops and DeskJockeys you
encounter along the way. Some of your zombie horde should be trailing you so
they can provide some distraction as you attack the Police.
When you reach the fourth level you should see GuideBot. When you talk to
GuideBot you will gain the Head weapon. And you will need to use it on the
approaching RiotCops who are emerging from a door on the other side of the
bridge. Convert or kill as many of the RiotCops as possible before your Head
explodes. Finish off any survivors before going through the door.
Beyond the door are a large number of Police which are a mixture of Cops and
DeskJockeys. There are two options you to consider. The first one is to go in
and use your Guts and Gas to get rid of the Police. The second option is to
herd as many zombies as you can up to the fourth level prior to talking to
GuideBot then push them to the door before opening it up. This will allow you
and your horde to make quick work of the Police.
At the end of this room is an elevator. This will take you to the next
section of the chapter.
| Zombie Transport \
Yes. You can push some of your zombies into the elevator. However, you can
only fit eight inside of the elevator otherwise you won't be able to get in.
| Hippo Heads \
[HH14] - By the elevator on the fourth level of the Parking Garage.
Directions: When you get to where the GuideBot is waiting, go right.
this will take you to the elevator. The Hippo Head is in
front of the elevator.
| II.5.B. Bank, Outlet Mall, and Streets \
| Basic Strategy \
Once the elevator opens you will be on the upper level of the Bank (at least
that is what the developers call it. It doesn't look much like a Bank but, oh
well.....). When you reach the end of the hallway you will enter the huge
lobby. There will be several Cops and DeskJockeys all throughout the lobby.
However, they are being attacked by several zombies. This will give you an
opportunity to scope out the place and plan your attacks.
At one end of the lobby is two ramps leading back down to ground level. Herd
as many zombies as you can find, including those you may have brought along
from the previous section, toward the ramps. As you get them near the ramps
they should go after any surviving Police on the lower level.
Not far from the ramps is the exit leading outside. If the zombies get close
enough to the door it will open and some more Police will enter including
DeskJockeys and RiotCops. Let your zombies do the hard work while you try to
get behind the Police and eat them.
When you exit the Bank you will enter the Outlet Mall area. Turn right and
proceed through the area. When you get to the fountain you will be attacked
by many Police, a mixture of Cops, DeskJockeys, and RiotCops) plus some
Civilians. Some of the DeskJockeys will take position on the walkways above
the area. You can plow through them with the help of your zombies if you want
but it can be tough going.
A good way of getting through this area is to stay in the Bank and use your
Hand to herd your remaining zombies outside and toward the fountain. When the
Police attack them, get your Hand onto the upper level and find a DeskJockey
then possess him. Use him to get rid of as many Police as possible. If he
manages to survive this area you can use him in the areas ahead.
After the fountain you need to turn right and proceed up an incline to reach
the streets. But before going up the incline turn around. "Monday's
Department Store" should be behind you. Shortly after you go up the incline
the door to the store will open and two RiotCops and two Civilians will
emerge. Kill them first then, as you proceed up the incline, kill the two
Cops trying to attack you and your fellow zombies.
When you reach street level two more Police Cars will show up. More Police
will arrive including some RiotCops. Kill them then turn left to proceed up
the street. You will be attacked by more DeskJockeys as you near the curve
going right. Kill them off and continue up the street.
When you turn left again you will approach a long straight section of road.
There are two walkways above this street and they have Police on them.
There are two ways through this part of this section. First, you will notice
a couple of Cops emerging from "Philbert's". By going into "Philbert's" this
path will lead you onto the walkways above the street. Use the curves as
cover as you attack the Police. Eventually you will come to an elevator. This
will lead you down to the Loading Docks. Follow the alley, and kill the two
Cops ahead of you, to reach the Loading Docks.
The second way through the area is to just go straight and run. You'll get
shot up a bit but this is the fastest way through. When you get to the next
curve you'll encounter more DeskJockeys, about four of them. Once you have
dealt with them go into the nearby alley with the Police Car parked at the
entrance. This alley will also lead to the Loading Docks but on the opposite
Once at the Loading Docks, a bunch of DeskJockeys will emerge from the door.
Run into the middle of the group, as they emerge from the door, and use your
Gas. Eat as many of them as you can before they recover. Your new zombies
will distract the others that remain. This will keep them busy while you
attack them from behind.
Once all of the DeskJockeys are killed you can then proceed to the next
| Hippo Heads \
[HH15] - Between the ramp support (furthest from the door) and the wall
of the Bank.
Directions: On the ground floor, find the ramp furthest from the
door leading out. The Hippo Head is between the ramp
support and the wall.
[HH16] - At the end of the tunnel (which is near the 2-in-1 Multiplex)
on street level.
Directions: When you get to street level go up to the 2-in-1
Multiplex and turn right. Go into the tunnel and turn
left at the curve. the Hippo Head is in front of the
[HH17] - At the end of the alley which leads to the Loading Docks.
Directions: When on the street go into "Philbert's". Follow the path
that leads above the street and go into the elevator at
the end. When you exit the elevator go through the
hallway until you reach the alley. The Hippo Head should
be in the corner to your left.
| II.6. Punchbowl Maul |
After escaping from the Cops, Stubbs finds himself at the Punchbowl Mall. He
also has to deal with a new enemy: the Quaker State Irregulars.
| II.6.A. The Mall Entrance \
| Orientation \
Stubbs is facing north when he gets outside and facing Punchbowl Mall.
| Basic Strategy \
When you start you will be given a Hand, full Gas, and two Gut Grenades. You
will be in a storeroom with a Shotgun and a Geezer. Deal with them both and
wait for them to rise again before proceeding. Herd them toward the door
leading out. Just outside the door are four Geezers and your new converts
will keep them busy while you get outside. Most of the time the Geezers will
run away making it easy to munch on them.
If you look at the main entrance of the Mall you will see that on both sides
of the entrance curved roof extensions. On these extensions are four Geezers,
two on each side. At this difficulty level they are not much of a threat and
you can pretty much ignore them. However, if you want to do some zombie
herding, you may want to use your Gut Grenades to dispose of them so they
can't shoot up your zombies.
Another option is to go back in the storeroom and use your Hand. Get the Hand
onto one of the roof extensions and possess a Geezer. Use him to get rid of
the other Geezers on the rooftops and other Militia on the ground, using the
one-level zoom, before he gets killed. Although, if you're good, you can
clear the entire level of Militia with your Geezer before entering the Mall.
You will also get additional zombies joining the action from the east and
west of your position. In addition, various Civilians, armed with bats will
also try to attack you. But they are easy to deal with and pose no threat to
you. Munch on them to convert them for zombie duty.
After all of the Civilians are taken care of, eight more Militia will join
the action. Four Geezers will exit from the Mall entrance and four Shotguns
will exit from the storeroom you came from. Take care of the Shotguns first
since they pose the greatest threat then go after the Geezers near the
After getting rid of most of the Geezers more Militia will show up. Six of
them will come from the Mall and they are all Shotguns. If you are close
enough to the entrance when they exit you can use your Gas and stun most of
them so you can eat them and thin their numbers a bit and gain more zombies
to take care of the remaining Militia on ground level.
You can even avoid combat altogether if you want and just make a run for the
Mall entrance to enter the building and into the next section.
| Zombie Transport \
Yes. Take your remaining zombies and herd them through the Mall entrance.
| Hippo Heads \
[HH18] - In front of the large garage door at the end of the street on the
west side of the Mall.
Directions: When you get out into the street head west and follow
the road. When you reach the end you will see a large
garage door. The Hippo Head is in front of it.
[HH19] - In front of the large garage door at the end of the street on the
east side of the Mall.
Directions: When you get out into the street head east and follow
the road. When you reach the end you will see a large
garage door. The Hippo Head is in front of it.
| II.6.B. Mall Interior \
| Basic Strategy \
When you enter the mall you will see three female Civilians in front of you
and three Geezers to your right near the ramp going up. Munch on the girls
then attack the Geezers.
Go up the ramp to the second floor and you will find more Civilians and
Militia. You will be at the center building of the mall. On the outer ring of
the mall you will see a bunch of shops. The one you need to find is "The
Teevee Teepee".
Find a bridge that goes to the outer ring and head for the "The Teevee
Teepee". When you get near it you will be attacked by four Militia, three
Geezers and one Shotgun. Once you have taken care of them head to the back of
the store where there is a ramp that will take you to the third floor.
Once you exit the "The Teevee Teepee" you will find three more Militia and
several Civilians including some that will try to attack you. Kill those
nearest to you then go after the Militia. Then turn left and head for the
store called "The Musk Ox".
When you get near it three more Militia will emerge, two Geezers and one
Shotgun. When you finish them off head up the nearby ramp that leads to the
fourth floor and to the next section of the chapter.
| Zombie Transport \
| Hippo Heads \
[HH20] - In a cubbyhole in the center building on the ground floor of the
Punchbowl Mall.
Directions: From where you enter the mall go right and past the
escalators leading up and down. Look for two potted
plants to your left. Between them is a cubbyhole. The
Hippo Head is within this cubbyhole.
[HH21] - Behind the counter of "The Musk Ox" on the third floor of the
Punchbowl Mall.
| II.6.C. Cletus \
When you get to the fourth floor you will be treated to a cutscene that
introduces Cletus. He is a very large person who wields a Chainsaw. He will
also state that he has a plate in his head. This is a clue that you cannot
use your Hand against him.
You will start within the shop "The L'il Shootist". Cletus will chase you
with his Chainsaw. Although you can use your other weapons against him there
is a simple pattern to defeating him.
When Cletus gets close enough he will swing his Chainsaw. When he starts his
swing, back away just enough so he doesn't hit you. When he finishes his
swing, get in close and hit him three times but no more. If you just stand
there and wale on him he will swing again but go through your attack and
wound you. So just him him three times, back away, wait for him to start
swinging his Chainsaw, and repeat the pattern.
You can also lead him outside of the shop where your other zombies can hit
him from behind and distract him so you can hit him some more.
After you have been fighting for awhile you will get a prompt to rip off his
arm. Do so and use it against him using the same pattern as before. Keep up
with the pattern and you will finally be allowed to eat his brains despite
the plate in his head. Doing so will end the battle with you the victor and
then you can move on to the next chapter.
| II.7. Fall of the House of Otis |
After battling Cletus, Stubbs leaves the Mall but is promptly backed over by
Otis Monday trying to get away. Stubbs then becomes an unwilling passenger,
underneath Otis' truck, as Otis Monday drives back to his farm to warn the
other Militia.....
| II.7.A. The Corn Fields \
| Basic Strategy \
When you start you will be given a Hand, full Gas, and one Gut Grenade. You
will also be on a path between two large cornfields. Duck into the one on
your right. The really nice thing about these cornfields is that it hides you
really well. Somebody can walk right up to your face and they can't see you
(unless you do something to them).
Stay in the field and wait for some of the Militia to enter then pick them
off from behind.
At the end of the path you will find a shack, a Gunner, and another large
cornfield. Use the cornfields to lure some of the Militia into them and make
them into zombies. Then the zombies will occupy the other Militia while you
come in and finish them off.
As you head away from the shack area, going east, you will come upon some
more Militia and a narrow path.
As you go up the path you will find more Militia but you won't have the
advantage of the cornfields for camouflage. A good option is to use your Head
to make quick work of them and convert them for zombie duty.
At the end of the narrow path is another area with cornfields. On one side of
this area is a locked gate with a sheep pen next to it. There is a smaller
cornfield behind the pen. On the other side of the gate is another shack and
a large open area.
As before, use the cornfields to sneak around and get the Militia from
behind. In order to get the gate to open you must bust open the sheep pen.
Once the sheep pen is opened the gate will soon follow. More Militia will
come from the nearby shack. However, three Chainsaws will show up to help the
other Militia. Make these Chainsaws a priority for they can make quick work
of your horde. Deal with them like you dealt with Cletus. After getting rid
of the Chainsaws finish off the rest of the nearby Militia (including those
in the shack).
Near the shack you will see a wooded area. Within this area you will see a
Geezer chasing a sheep. Kill the Geezer and you will get a message from the
sheep he was chasing.
While you were killing off the Militia a vehicle (the Impala) will show up.
The driver will park next to some large rocks and exit to attack the zombies.
From the shack there is a road that leads further into this section. Beyond
the curve there is a wide open area with hills, a few trees, a few large
rocks, and some spots of hay bales. There are also a lot of Militia here too
including two Gunners. At the end of the road is a garage for the Impala and
a door that leads into the next section.
There are two ways to go through this area. First, and most simple, is to use
the Impala and drive your way through killing any Militia that gets in your
way. The speed of the Impala will allow you to get through a lot of gunfire
with little damage.
The second way is to go through on foot and take on the Militia barehanded.
This is more risky but will allow you to make a decent zombie horde that you
can herd through the garage door so you can take them into the next section.
You can also thin the Militia out a bit by possessing one of them,
particularly a Geezer, and sending him through the open area and take out
some of the others. Without busting open the sheep pen, go into one of the
cornfields and hide. Then use your Hand and crawl it along the brick gatepost
to get it to the other side. Then go to the Geezer who is chasing the sheep
and possess him.
At that point you will have to deal with two Chainsaws chasing you so use
your Musket on them. After dealing with them then go after any other Militia
near the shack. After that go back near the cornfields.
When your Hand got across the gatepost the game spawned a Chainsaw in the
cornfields. Since the gate isn't open he will just stand there. However, he
will become active when attacked by your zombies. But you can shoot him
through the fence (but not the gate). After killing the Chansaw through the
fence go back toward the open area and take out anybody you come across but
from long range using the one-level zoom. You should be able to take out a
few Militia before they get the better of you (mainly because they tend to
spawn behind you and kill you before you can do anything about it).
Or you can combine both options. It's up to you.
| Zombie Transport \
Yes. Take your remaining zombies and herd them through the door within the
garage and try to push them into the corner without going through the door.
Once you do that then go through the door and to the corner to load up the
next section and take your zombies with you.
| Hippo Heads \
[HH22] - Near the scarecrow in the cornfield west of your starting position.
Directions: Go into the cornfield to your left. The Hippo Head
should be just north of the scarecrow.
[HH23] - Near the scarecrow in the cornfield east of your starting position.
Directions: Go into the cornfield to your right. The Hippo Head
should be just west of the scarecrow.
[HH24] - Near the scarecrow in the cornfields northeast of your starting
Directions: Head north to the shack and enter the cornfield to the
east of the shack. The Hippo Head should be just north
of the scarecrow.
[HH25] - Near the scarecrow in the cornfield nearest to the path leading to
the second half of the corn fields.
Directions: When you enter the second half of the cornfields, from
the narrow path, enter the cornfield ahead of you. The
Hippo Head should be just south of the scarecrow.
[HH26] - Near the scarecrow in the small cornfield behind the sheep pen.
Directions: Find the sheep pen in the second half of the corn
fields. Go into the small cornfield behind it. The Hippo
Head should be east of the scarecrow.
| II.7.B. The Farm House \
| Basic Strategy \
When you have loaded this section up you will find that some barrels have
blocked the way back. Go through another door and you find your way outside.
When you get outside again you will see a large Barn, a smaller building, and
in the background, the main Farm House. There are also Militia patrolling
about. If you decided to herd some zombies from the previous area you can use
them to spearhead an attack against them. There is also a Gunner between the
barn and the house. Cut through some of the Militia and target the Gunner
otherwise he may cut down most of your zombies.
One option is to stay within the garage area and use your Hand. Move the Hand
outside and along the grass past the left side of the Barn. Then head for the
Silo near the Barn. Climb the Silo and near the top you will see a window.
Within the top of the Silo is a Geezer and you can possess him. Use him to
snipe as many of the Militia as possible. His use is limited since you cannot
get him out of the Silo and you don't have many good angles. Once you have
killed as many of the Militia as you can de-possess your Geezer.
One thing to do is to go up into the Barn. Take the stairs to go into the
Barn. You will enter it on the upper area. You will also find two Geezers and
a Shotgun here and on the level below. Kill them and when they get back up as
zombies push them off the edge of the platform. This will put them on the
ground floor and they will attack the Militia below. Go down to the ground
floor and join the fray. When you have killed off all of the Militia here you
will be treated to a funny cutscene know as the "Brains Speech". Afterwards,
the Barn door will open and you can proceed to the Farm House.
Go up to the porch and kill any Militia that is on it. After dealing with
them go around the porch and look through the barricaded windows. You will
see additional Militia inside the house. If one of them gets close enough you
will be able to snag him through the window. This will also keep the other
Militia occupied, when they attack your new zombies, as you look through the
other windows.
The entrance of the house is on the left side. Go through it and straight to
a junction. You will see a door to just to the right of the junction. Go
through the door and follow the way until you reach a large room with a set
of stairs.
Go up the stairs, kill the Militia near the door then knock down the door. Go
through this room, killing the Shotgun, and you will enter a long dark
hallway. Near the end of the hallway you will hear a door open and a Shotgun
will come up from behind you. Kill him then proceed.
You will enter a larger room with a Geezer present. When you attack him two
more Shotguns will appear, one from the hallway to your left and another from
a cubbyhole at the end of the room. You may want to use your Gas here to help
make quick work of these three.
When you go through the door you will be in some kind of rotunda and be able
to look downstairs. However, a Chainsaw will enter from the other side of the
rotunda. You don't need to fight him or anybody else for that matter. Get
around him to the other side of the rotunda to enter the next room.
You will see a closed door to your right. Smashing through it will end this
section and Stubbs will find Otis Monday. After this "confrontation", Otis
will be killed off and Stubbs has to find a way to leave the area. He manages
to trip over a sheep and this gives him an idea.
After mounting the sheep, Stubbs rides off into the sunset and into the next
| Hippo Heads \
[HH27] - In a corner of the highest level of the Barn.
Directions: Go up the stairs to enter the Barn. When you get inside
the Hippo Head will be in the far corner ahead of you.
[HH28] - In the highest level of the Silo.
Directions: Near the Barn is the large Silo. You have to use your
Hand to access the Hippo Head. Climb up to the top and
you will see a window. Within the top part of the Silo
is a Geezer. Possess him and you should be able to
activate the Hippo Head.
[HH29] - Sitting inside the fireplace by the stairs leading up to the second
floor of the Farm House.
[HH30] - Inside a cubbyhole on the second floor.
Directions: After you go through a long dark hallway you will come
upon a larger room. At the end of the room is a doorway
that enters into a small cubbyhole area. The Hippo Head
should be off to your left.
| II.8. When the Zombie Breaks |
After riding for awhile on his trusty "steed", Stubbs arrives at the
Punchbowl Dam. This is where the town gets its drinking water and power. And
this is where Stubbs has to find a way to relieve himself (hey, there's a lot
of water in brains you know.....).
| II.8.A. Dam Entrance \
| Basic Strategy \
When Stubbs starts he will be given the Hand, the Gas, and one Gut Grenade.
He will also be in the main lobby of the dam administration building.
Go to your right and you will find a door that leads further into the
building. Turn left and follow the way and you will come upon a LabCoat and a
FixItBot. Eat the LabCoat then proceed. You will then encounter another
LabCoat and two Cops. Munch on them to make a small horde. Your new zombies
will then go into the next room which is the first machinery room.
On the lower level of this room you will find three LabCoats within the
machinery. Use your zombies to distract them so you can munch on them.
The next room is the second machinery room. Like the last room it will have
some Scientists hidden within the machinery. However, this will be your first
encounter with the annoying BoomSticks. While at the entrance to this room
throw your Guts at the BoomSticks to thin them out a bit. Then go inside the
room and finish the rest of the Scientists off.
Head to the next room. You will find some large vats on one side of the room
and a grated walkway that leads to the next room. You will also find three
LabCoats near the other end of the room. Near the entrance of this room you
will find three control panels. If you activate all three of them the fan
that keep the room clear of toxic fumes will shut and the fumes will fill the
room. The three LabCoats will start to choke on the fumes. After a few
seconds they will die.
It should be noted that if you activate the fumes you cannot turn them off
and you cannot bring a possessed person in here either. They will die from
the fumes.
In the next room are three more large vats and six Scientists, three LabCoats
and three BoomSticks. The best thing to do is run past all of them and to the
other side of the room where you will find three more control panels.
Activate them and you will cause the room to fill with toxic fumes which will
kill all of the Scientists.
After that go into the elevator and to the next section.
One option to doing this area is, while at the main lobby, use your Hand and
direct it all the way to the last room with the six Scientists. Activate the
control panels then go back to the previous room and do the same thing. Then
go back to the second machinery room and gain possession of a BoomStick and
kill as many of the other Scientists as possible before your BoomStick is
A second option is similar to the first one except that you don't turn on the
control panels. Instead possess a BoomStick and kill as many of the other
Scientists as possible before your victim dies.
| Zombie Transport \
Yes. You can shove about sixteen of them into the elevator at the end of the
| Hippo Heads \
[HH31] - In a corner of the main lobby of the Punchbowl Dam administration
Directions: From your starting position go left. As you approach the
corner you should see two Fix-It-Bots. The Hippo Head is
[HH32] - In one of the corners of the first machinery room within the
Punchbowl Dam administration building.
Directions: When you enter the first machinery room go right. As you
approach a large control machine look in the corner.
Between the machine and the wall is the Hippo Head.
[HH33] - In one of the corners of the second machinery room within the
Punchbowl Dam administration building.
Directions: When you get inside the second machinery room go across
the room and onto the walkway before you enter the next
room. Turn left and go down the walkway. In the corner
at the end is the Hippo Head.
| II.8.B. Conference Room \
| Basic Strategy \
After the cutscene, eat the LabCoat in front of you then do the same to the
other LabCoat in the room. When you go out into the hallway you will find
that a couple of LabCoats have sealed the way out. To your right is a large
conference room where some Scientists are gather. There are also some zombies
behind glass.
On one side of the conference room is a door. Behind this door is the
controls for the exit door. There are two ways to open it. One way is to go
through the conference room and into the next large room. This room has two
ramps that lead up to an upper level and a lot of Scientists. On the upper
level is a control panel that will blow up a pipe killing most of the
LabCoats in the room and opening the door.
The second method involves the Hand. Near the sealed door is a shaft that
leads into the control room. Possess the LabCoat, use the control panel, and
kill the other LabCoat.
You can also use any zombies you have brought with you from the previous
section to help in dealing with the Scientists. After killing all of the
Scientists you can then herd your zombies through the exit door so you can
use them in the next section.
Regardless of method, after Stubbs opens the exit door, and dealing with any
Scientists that gets in his way, he can proceed to the next section.
| Zombie Transport \
Yes. Push any surviving zombies into the exit door to take them to the next
| Hippo Heads \
[HH34] - In a corner of the sealed room within the Conference Room area.
Directions: When you finally open the sealed control room go to the
control panel used to open the door. The Hippo Head
should be to your left.
| II.8.C. Treatment Plant \
At this point Stubbs has to go real bad. Luckily, the Treatment Plant area
seems to be the right place to do his business.
This area is one large pool with a walkway that goes around it. There is a
platform in the center that has four walkways leading from it to the outer
walkway. There is a path that goes back to the previous area and a small
building to one side of the pool. The are also ramps that go down to a lower
walkway that rings the bottom of the plant area.
With Stubbs at the central platform he must urinate into the pool using the
Right Trigger (just like in "Conker's Bad Fur Day". Anybody remember that
game? Anybody? *sigh*). Of course, you aren't going to be allowed to just
stand there and piss in the pool. You will be challenged by LabCoats, Cops,
and BoomSticks.
You should be able to get close to 25% contamination before having to stop so
you can deal with the immediate threats. If you get knocked into the pool you
will exit from a pipe on the lower level. If you get too low on health you
can jump into the pool to escape. This first wave has just Cops and LabCoats
but successive waves will contain the ever annoying BoomSticks. They can
actually knock you clean away from the plant and into the reservoir forcing
you to start again.
When you get rid of a wave you will have some time before another one
appears. Use that opportunity to pollute the pool some more. Any zombies you
created from your attackers will buy you some time to finish your business.
If you managed to get a lot of zombies from the previous two areas and herded
them here, before you start pissing, go back and herd them to the walkway
junction but do not push them to the pool. If you push them to the pool they
will fall in and you will lose them.
When you start getting attacked your zombies will instinctively come to join
the fray. When the BoomSticks start showing up you may want to break away and
confront them then herd any zombies still standing around near the junction a
little closer to the action.
If you have gotten enough zombies you should be able to piss with little
interference because your large zombie horde will be handling the attackers.
When the pool is 100% contaminated you will have successfully completed this
| Zombie Transport \
| Hippo Heads \
[HH35] - At the end of the walkway by the main building.
Directions: Turn around and head back to the main building. When you
reach the junction turn right. The Hippo Head is at the
end of the walkway.
| II.8.D. Top of the Dam \
| Basic Strategy \
Now Stubbs is at the top of the Punchbowl Dam. He must make his way from one
end of the dam to the other. This is also your first encounter with the
On the top of the dam are five large spire-like towers with large copper
piping that you must navigate through as you make your way across the dam.
You must also fight your way through LabCoats and BoomSticks.
At the start there will be two Barbers just standing around. Kill them both
and proceed. After the second spire there will be a BoomStick on the top of
the sidewall. Jump up and kill him. When you get near the third spire you
will see a lot of Scientists. Use your Head and convert them for zombie duty.
After you get past the fourth spire you will encounter two JetPacks. Just
ignore them and continue forward past the fifth spire.
Kill any BoomStick you find, to make sure they doesn't knock you off the dam,
then run for the elevator to complete this section.
| Zombie Transport \
| II.8.E. Hydroelectric Room \
| Basic Strategy \
You are now inside the dam and the hydroelectric room. There are two levels
to this room. You start on the lower level. You will see four small dome-like
objects on the lower level.
On the upper level are three large generators that must be turned on in order
for Stubbs to proceed. The control panels for each are located on the far
side of of the generator. On the upper level are lots of Scientists that you
must fight off to get to each control panel.
But, of course, there is always an easier way. Hide in the elevator you just
came from. Then use your Hand.
Navigate the Hand to the generator furthest from you (third). Go up the wall,
under the walkway, and get just close enough to turn on the control panel.
When you activate a generator it will generate a large electric field between
it and the wall. This will also kill any Scientist that happens to be near
The reason you start at the third generator and work your way back to Stubbs
is because of a BoomStick and LabCoat that will patrol the lower level
starting from the third generator.
Navigate along the wall and activate the other two generators. When you get
the third one going, a door will open on the other side of the room and
several Scientists will come forward including three BoomSticks.
At this point the patrolling LabCoat and BoomStick should be near the first
generator. Lie in wait, preferably underneath the walkway for a generator,
and possess the BoomStick when he gets close enough. Once possessed you can
easily kill all of the other Scientists in the room from a distance. Some of
the Scientists will also go onto the upper level and run into the electrical
field making things even easier.
Once all of the Scientists are dead, navigate your BoomStick to the exit. You
don't need to de-possess him to finish the section.
| Zombie Transport \
| II.8.F. Dam Base \
| Basic Strategy \
There are four breaker boxes that you must activate with zombies. There are
two just outside the hydroelectric building and two more on an upper level
high above the building. You will start inside a hover truck and you will
have four zombies in the back. One breaker box will already be activated.
Go to the next box and stop. This will let one of your zombies out so he can
enter a breaker box. You will also encounter some LabCoats fighting off some
zombies. Run over the LabCoats without harming the other zombies. Then
proceed to the upper level.
Stop by the other two boxes, after running over the other LabCoats, and let
your zombies out. Then head back to the lower level. A couple of LabCoats
have killed the first zombie so you must kill them and then let out your last
zombie to reactivate it.
At this point all four boxes are active. However, one of the boxes will come
under attack by LabCoats, Barbers, ElectroCannons, and JetPacks. Gather any
zombies nearby and go over to these boxes. Kill any attacker to give your
zombie a chance to reactivate the box. If you run out of zombies you will
have to attack them outside of your truck to get more.
After reactivating all four breaker boxes you will finally destroy the dam
and proceed to the next chapter.
| II.9. The Sacking of Punchbowl |
The city of Punchbowl is in ruins. A lot of the Civilians have been turned
into zombies because of the polluted water and the Army has been called in to
deal with the ever worsening situation.
| II.9.A. To the Diner \
| Basic Strategy \
When you start you will be given the Hand, Gas, and one Gut Grenade. You will
also be on a narrow street with ruined cars and sandbag walls. In addition
you will be joined by a group of zombies as you get your first taste of
combat against the Soldiers.
When you get to the first street corner you will encounter several Soldiers
which are a mixture of Grunts and Helmets. Use your fellow zombies to
distract them so you can sneak up and have a quick bite or arm rip.
As you proceed further you will encounter a large wall that has a narrow
opening in the center. Push your fellow zombies through so they can attack
the Soldiers on the other side.
On the other side of this wall are more ruined cars and sandbag walls. You
are also close to the Diner which will lead you into the next section of this
Deal with the remaining Soldiers then enter the Diner. Inside the Diner are
several Civilians which will allow you to regain any weapons you may have
used against the Soldiers.
Smash through the door near the JukeBox to proceed to the next section.
| Zombie Transport \
Yes. Push your zombies through the door by the JukeBox.
| Hippo Heads \
[HH37] - Between the rounded building and the wall of Punchbowl Crafts.
Directions: After going past the first concrete barrier you should
see a wrecked Police Car to your right. This is at the
entrance to Punchbowl Crafts. Go on the sidewalk and
continue forward. You should be nearing a rounded
building. When you get to the rounded building look
right. In the gap between this rounded building and the
wall to Punchbowl Crafts is the Hippo Head.
| II.9.B. Minefield Streets \
| Basic Strategy \
When you get into the alley you will see a street that has some LandMines on
it. There will be a couple of Soldiers on the left side of the mines. Several
zombies will try to get at the Soldiers but will blow up on the mines
When you get into the street, head off to your right and behind the
overturned truck for cover against the gunfire from the nearby Soldiers. Just
ahead of you, to your right, is a narrow alley. Go into this alley to avoid
Turn the corner and head back into the street. You will see another large
barricade to your left. You will also see more ruined cars and sandbag walls
to your right.
Beyond the barricade are several Soldiers and a couple of zombies. Deal with
these Soldiers to start a zombie horde for the next part of this section. Go
around the next street corner. Just ahead is another line of LandMines. Use
your horde to get rid of some of these mines. These is also a small room on
the right side of the street that has a couple of Civilians in it. You can
use them, once converted to zombies, to help thin the nearby mines.
Beyond this line of mines you will encounter several more Soldiers. At the
intersection you may begin to hear a loud gunshot that doesn't sound like the
other guns. This is a Sniper and he is located on the upper level of a
building on one of the corners of the intersection. Walk up to the wall just
beneath him then use your Guts to kill him. Then turn to your left and
proceed down the street.
At the next intersection you will come upon a shop called "Punchbowl
Memorabilia". To your right is another unnamed shop and a line of LandMines.
There will also be zombies and Soldiers duking it out. One of the Soldiers
within the unnamed shop is a Bazooka so you will need to be a little careful
as you fight off the other Soldiers.
On the left side of "Punchbowl Memorabilia" is the entrance to get inside.
However, you may want to climb up the nearby debris wall first. When you get
near the top of this debris wall look to your left. You should see an
opening. Go through the opening and you will enter a small room. Inside this
small room are a couple of Civilians you can convert for zombie duty.
Get back down to street level and enter "Punchbowl Memorabilia". You can go
through the store and into the other store to get around the LandMines.
Once back out into the street go around the corner. You will see three
overturned vehicles and a bunch of Soldiers. As you battle these Soldiers you
may also hear the whoosh of a rocket. There is a Bazooka nearby and he is on
the upper level of a building at the next intersection. But you can go up the
nearby debris wall, into the room he is at, and kill him in close combat.
At this intersection you will see a large wall. You will need to knock it
down to continue. You will need a zombie horde to knock it down. As you
battled the Soldiers, you should have converted most of them for zombie duty.
They should start heading for this wall so they can knock it down.
As they begin demolition of this wall, a Jeep will show up with three
Soldiers on board including a Bazooka. Kill the Bazooka first then the others
so you can add them to your horde.
More Soldiers will start showing up you should fight them not only to add to
the horde but to keep them from killing off your other zombies. After a while
of beating on the wall the zombie horde will knock it down.
When you get past the wall you will see the Library to your left and a small
door to your right. Go through this small door and you will enter a small
room with two Civilians in it. Go through the Library to go to the next
However, there is an easier way to get through this section. You can use your
Hand to possess the Sniper in the middle of this area. Right after you bust
open the door to enter the alley, go back inside near the restrooms. Then
detach your Hand and proceed into the street.
At the first line of mines go left and underneath the overturned police car.
Go up the left wall a little bit so you can go around the next line of mines.
Go back to street level once around the mines then up the debris wall. On the
other side of the debris wall is where "Punchbowl Memorabilia" is at.
Go onto the wall on the right side but stay just under the overhang. Go
around the corner and down the street ignoring the Soldiers along the way.
When you get to the intersection get back to street level. Then quickly cross
the intersection to get to the building where the Sniper is at.
Go along the wall just underneath the windows until you get the prompt to
possess the Sniper. Possess him then pick off the nearby Soldiers. After
killing the Soldiers shoot at the mines that you can see from your vantage
point. After destroying most of the mines go back down to street level and
head back toward Stubbs' position.
As you get near his position you will encounter some Soldiers fighting off
some zombies. Help out your fellow zombies with your rifle then proceed
forward. You'll eventually get back to the first set of mine just behind the
Diner. Shoot out most of the mines to clear a path for Stubbs then go back
down the street.
As you get toward "Punchbowl Memorabilia" you may encounter more Soldiers.
Pick them off from a distance then turn the corner toward the next line of
mines. Destroy most of them then continue to the corner. Carefully pick off
the Soldiers around the corner. Then go after the Bazooka near the wall you
have to knock down. After that de-possess your Sniper so Stubbs can go to the
wall to build a zombie horde to knock it down.
Another option is to go and possess the Bazooka, near the end of the section,
instead and use him to blow up all of the Soldiers you come across as well as
easily clear the LandMines from the streets. To get to him find the Sniper
first then go onto the nearby debris wall. There is a doorway at the top of
the debris wall. Go through it and turn left. The Bazooka should be just
standing there waiting for you to possess him.
| Zombie Transport \
| Hippo Heads \
[HH37] - In the corner of a narrow alley not far from the back door of the
Directions: When you go out into the street you should see the first
line of LandMines to your left. Just to the right, on
the opposite side of the street, is an alley. Go into
the alley and at the corner is the Hippo Head.
| II.9.C. To the Laboratory \
| Basic Strategy \
This section is a small one. Ahead of you is the main gate to Dr. Wye's
laboratory. Just like in the previous section you must gather a zombie horde
to knock it down.
A couple of Soldiers will make their way to your position. Use the truck as
cover so you can ambush them when they get close enough. Or you can go back
in the Library and hide from them.
There are a lot of sandbag walls and Soldiers near the gate. There are at
least three Soldiers on top of the walls on either side of the gate. There
are also four doors near the gate area where Civilians and Soldiers emerge
from time to time.
Let's get rid of the Soldiers on the wall first. Go back into the Library to
hide then use your Hand. Go across the street, onto the wall, go around the
corner, then go around the next corner. You'll find a ledge that stretches to
the wall so go on that and get close to a Soldier. If he is a Grunt then
possess him. Use your rifle to kill the Soldier in front of you then jump
down inside the gated area and kill the other Soldier, on the other end of
the area, from below. After that, carefully go back up the ramp and try to
pick off as many Soldiers on the other side of the wall, especially the
Bazooka, before they kill you.
As this point you should have thinned them out a bit so you can approach the
gate and eat Civilians and other Soldiers so you can make the horde.
As the horde beats on the gate more Soldiers will show up including two
Bazookas on top of the wall. Try to get rid of at least one of the Bazookas
then go after some of the Soldiers attacking the horde. This should buy you
enough time for the horde to finally break down the gate so you can proceed
to the next chapter.
| II.10. The Doctor Will See You Now |
After gaining entrance to the Laboratory building, Stubbs is encouraged by
Dr. Wye to make it up to his main lab.
| II.10.A. Going Up \
| Orientation \
Stubbs is facing north when is is looking straight at the methane sculpture
in the middle of the lobby.
| Basic Strategy \
When you start this section you are in the lobby on the first floor looking
at a large methane sculpture. There is also a upper level that goes around
the lobby area. There is a set of stairs to your right (east) and another to
your left (west). In addition there is another set of stairs behind the
sculpture. You are also accompanied by several zombies as you begin.
There are several LabCoats that appear on both levels shooting at the zombies
including yourself. Use your fellow zombies to distract the LabCoats so you
can munch on them. As you go around the lobby you will notice a closed door
on the west side of the lobby. You need to kill off most of the LabCoats
before this door will open. And when it does, more LabCoats and GreenCoats
will come through it to do battle with you and your fellow zombies.
You may also notice a ventilation shaft to the right of the pillar, which is
right of the door, in a corner of the lobby. If you take refuge in either of
the two small rooms on the upper level you can use your Hand to get behind
the door and cause problems on the upper levels of the building.
Once you get past the lobby door there will be more LabCoats, GreenCoats, and
BoomSticks in the remaining rooms on the first floor. You will eventually
come to a escalator going up. It is one way so once you go up you can't go
back down again.
When you get to the second floor you have a choice. If you go right you can
go through the various rooms and kill off all of the Scientists before you
find the escalator going up the the next floor. Or you can jump over the
debris pile in front of you and head directly to the escalator. Just before
you get there though, you will encounter two BoomSticks and a LabCoat.
When you get to the third floor you will see three doors, two to your left
and one to your right. The two doors on the left are bathrooms and the door
to your right leads further into the level.
As you go through the door on the right you will find a LabCoat. Deal with
him and proceed. You will see that a few zombies managed to get on the third
floor and there will be BoomSticks, LabCoats, and a FixItBot doing battle
with them.
Just hang around the corner until the FixItBot is destroyed so you don't get
caught up in the explosion. Then go through the rooms clearing them of
Scientists until you find the escalator going up to the fourth floor.
On the fourth floor is just one room. But is has a LabCoat, a GreenCoat, and
two FixItBots. Not only will the Scientists go after you but so will the two
Deal with these threats quickly then look around the room. There is a large
control panel with a bright red button. Press the button and a door will open
up on one side of the room. This door leads to a special elevator. When you
press the button inside the elevator you will be sent to the fifth floor.
Once on the fifth floor go through the corridor and you will enter a large
dual level room. Take care of the LabCoats on the lower level then make your
way to the escalator leading to the upper level.
When you get to the upper level there will be two additional LabCoats. To
your left is a cage door that leads to the next room and is currently
occupied by a BoomStick who will be shooting at you through it. When you get
close enough to the door it will open.
After taking care of all three Scientists and entering the next room you will
find six FixItBots just standing around. You will need to destroy them now
while they are just standing there for reasons I will explain.
On the other end of the room are two doors. The right one is closed and the
left one is open. Go through the left door and you will see a red button on
the wall ahead. When you press it the other door will open. But then all six
of the FixItBots will come to life and attack you. This is why you need to
destroy them before you push the button. It will make things a lot easier.
Go back into the larger room and you will find two more Scientists who have
shown up. Go through the right door and you will also find three more
LabCoats to deal with. Take care of these threats then go into the corridor.
You will find more FixItBots but they will just stand around. Go into the
next room to find two more LabCoats. There is also a door that will lead to
an escalator and the seventh floor.
When you enter the lighted hallway you will encounter a LabCoat and a
GreenCoat. Take care of them. When you fully enter the corridor you will find
three additional GreenCoats at the corner. Run up to them and use your Gas to
stun them and then munch on them.
After dealing with them go back up the corridor until you reach a control
unit that resembles an arcade machine. Down on the floor, to the left of this
machine, is a shaft that leads to a hidden room. Use your Hand to gain
access. Here you will find a GreenCoat and a red button.
If you press the red button you will activate two FixItBots. One on this
floor and one on the eighth floor. Both of them will try to attack you when
you get close. You will also notice a shaft on the top of this room. If you
go through it with your Hand you can get around the corner and into another
part of the lighted hallway.
Go through the other room and to the escalator going up to the eighth floor.
In this room you will find three LabCoats and, if you pressed the red button
in the hidden room, a FixItBot.
Go through the next corridor and it will lead you to a large room. This room
is where you can get to Dr. Wye's lab. However, you must fight a slew of
Scientists to get to Dr. Wye. They will be a mixture of LabCoats, GreenCoats,
and BoomSticks.
There are also two doors in which some of the Scientists will spawn. So you
have to be careful when doing battle within the room.
After defeating all of the Scientists you will be prompted to the center of
the room where you will be able to enter Dr. Wye's private lab.
| Zombie Transport \
| Hippo Heads \
[HH38] - In the small room on the upper level of the lobby (west side).
Directions: From your starting position go west and up the stairs.
Go into the room at the top of the stairs and the Hippo
Head should be off to your right.
[HH39] - In the small room on the upper level of the lobby (east side).
Directions: From your starting position go east and up the stairs.
Go into the room at the top of the stairs and the Hippo
Head should be off to your left.
[HH40] - In a corner of one of the two bathrooms on the third floor.
Directions: When you climb to the top of the escalator on the third
floor turn left. When you get to the junction you will
see three doors, two to your left and one on your right.
Go through the one closest on your left. The Hippo Head
should be to your left.
[HH41] - In a corner of the control room on the sixth floor.
Directions: When you enter the large room with the six Fix-It-Bots
go through the left door. The Hippo Head should be off
to your left, in the corner, when you enter the control
[HH42] - In a corner of the hidden room on the seventh floor.
Directions: When you get to the seventh floor go into the lighted
hallway. To your right you will see a control unit that
looks like an arcade machine. On the floor, to the left
of control unit, is a shaft. Use the Hand to enter the
shaft and you will enter a hidden room. The Hippo Head
should in the corner to your right when you enter the
[HH43] - In a small room on the far end of the large room on the eighth
Directions: When you enter the large room, where you battle the
Scientists, go left and to the end of the room. You will
see a door at this end of the room. Enter the door and
you will see the Hippo Head.
| II.10.B. Dr. Wye \
When you enter Dr. Wye's lab you will be treated to a cutscene. After the
cutscene you will need to defeat Dr. Wye to proceed further.
He will float around the room within his shield bubble. The shield bubble
makes him invincible. Dr. Wye will attack you with a red laser which will
bounce all around the room at crazy angles and a green laser which will push
you away from him. In the center of the room is the large shield generator
that powers Dr. Wye's shield bubble.
But it generates more than Dr. Wye's shields. It also spawns Civilians (of
the teenager variety) which you can use to regenerate your weapons.
On the outer edges of the room are eight corridor sections. Most of them have
green glowing sections which appear to be something that can get you to the
level above. But only two of them work. The upper level rings around the room
and gives a good vantage point to look around.
On the bottom of the shield generator are four buttons. When they are all
pushed, the shield around Dr. Wye will disappear for a short time which makes
him vulnerable. You can then use your Guts to speed up his demise before the
shield gets back on line.
However, the shield doesn't just disappear, it also explodes which hurts Dr.
Wye in the process. This means that you don't have to use your Guts to
further hurt him. You just have to disable the shield a few times to defeat
the doctor.
The best way to do this battle is to get up on the upper level and hide in
one of the corridor sections. Then use your Hand and get it down to the base
of the generator. Use the Hand to push all four buttons to disable the
shield. Be careful to make sure that you get the prompt to push the button
instead of possessing a Civilian.
Then wait until the shield gets back up before doing the whole thing again.
You have to disable Dr. Wye's shield five times in order to defeat him this
After finishing off Dr. Wye you can proceed to the next chapter.
| Hippo Heads \
[HH44] - On the upper level of Dr. Wye's lab.
Directions: Go through the corridor sections until you reach a
glowing green section that will send you up to the
second floor of the lab. Go around the upper level until
you find the Hippo Head.
| II.11. Paved with Good Intentions |
After dealing with Dr. Wye, Stubbs decides to make his way to City Hall. But
he must deal with some more of the local Army in order to get there.
| II.11.A. Bombing Alley \
| Orientation \
Stubbs is facing north with the Pistil Pete billboard (from the cut-scene) to
the east.
| Basic Strategy \
After the cut-scene you start with the Hand, Gas, and one Gut Grenade. You
have to go to the intersection north of your position, turn east and go up
the main street, and to a door that will get you into the next section. There
are several Civilians that Stubbs can use to convert into zombies near the
start of this area.
The first part of this street is being bombarded by overhead bombers. Go
along the left (north) side of this street to avoid the bombing. Jump over
the junked cars and you will confront a Grunt and a Helmet. Ignore the Grunt
and kill the Helmet. Then turn around and use your Hand on the Grunt so you
can possess him.
After possessing the Grunt continue heading up the main street. As you get
near the pillar that is in the center of the street you will see a Helmet
come out to get behind some sandbags. Shoot him. You will also see an
approaching Jeep. Shoot at it to kill both the driver and gunman.
As you get near the next truck you will see a couple of Helmets attacking
some zombies near the median. Shoot them and continue up the main street.
As you get near the intersection you will also see several Soldiers including
a couple of Bazookas. Some additional zombies will appear to help distract
them so you can concentrate on killing the Soldiers with your weapon. Use the
large craters as cover if necessary.
Near the next truck you will also find some LandMines. Use your weapon to
destroy them before proceeding further.
As you get past the truck you will see a Gunner. Shoot him and then the
soldier next to the overturned car.
Go back to the intersection and kill any soldier that remains. After clearing
the area of Soldiers, de-possess your Grunt. Then go up the main street and
to the next door.
One option is to leave the Gunner alive so you can eat his brains and regain
your Hand before going to the next area.
| Zombie Transport \
Yes. Push any remaining zombies through the exit door to take them to the
next section.
| II.11.B. Your First Tank \
| Orientation \
Stubbs is facing north when he is looking out the window to the street below.
| Basic Strategy \
When you start this section you will be in an office overlooking another
street. There will also be several Soldiers down there including a cluster of
three. Use one of your Guts to take out this cluster then jump down and take
care of any nearby Soldiers.
After that head to the north side of the main street. As you get near the
pair of vans you will hear a soldier proclaim that "you are safe now". When
you get past the vans you will see four Civilians being escorted by two
Grunts. Go after the Grunts then the Civilians.
On the south side of the street from your position (looking southeast) will
be four Soldiers. Go after them with your new converts and convert these
Soldiers to your side. After dealing with them head up the street.
Near the large intersection you will see a large pillar like object. On both
sides of the main street on either side of this object are some LandMines. On
the east side of this object is a Gunner who is overlooking a fortified tent
in the middle of the street. You may also see a Tank roving around the tent.
There are three Soldiers around the tent including a Gunner.
Go after the Gunner by the pillar then charge at the tent avoiding the other
Gunner. After killing the Soldiers here, the Tank, which was parked on the
east side of the main street, will head back toward your position. You can
attack it in a couple of ways.
If you want to keep your distance, use your Head and detonate it close to the
Tank. You can also run up close to the Tank and use your Gas to get the
driver to exit so you can attack him.
After killing the driver climb into the Tank. You use the Right Analog Stick
to rotate the turret so you can aim the Main Gun and Machine Gun. Use the
Right Trigger to fire the Main Gun and Left Trigger to fire the Machine Gun.
When you get into the Tank, more Soldiers show up. Some will come from the
door you will need to get to to exit the stage. Some will come from the
sidestreet and more will show up to the east. Some of these Soldiers are
Bazookas so it is best to nail these guys first then blast at the exit to
clear it of Soldiers.
Then exit the Tank and head to the door so you can go to the next section.
| Zombie Transport \
Yes. Herd your remaining zombies through the exit door so you can use them in
the next section.
| Hippo Heads \
[HH45] - Against the wall of one of the buildings on a angled sidestreet that
has some mines on it not far from the tent.
Directions: When you get to the tent in the middle of the street,
look to your right a bit. You will see an angled
sidestreet that has some mines on it. Cross over the
mines and you will see the Hippo Head against the wall
on the right.
| II.11.C. Sniper Alley \
| Orientation \
Stubbs is facing north when he is looking at the group of Soldiers at the
beginning of this section.
| Basic Strategy \
After you make your way through some corridors you will eventually find a
room that leads back outside. There are a bunch of Soldiers standing just
outside in the street. You must clear them out before you can proceed. The
best way to do this is with your Head. Convert or kill all of the Soldiers if
Once you have done this, you should use your Hand. You see, there is a Sniper
out there. He is located on one of the overhangs (on the north side)
overlooking the street. So detach your Hand and go into the street. Go to the
north side of the street then turn west. You will hear the Sniper shooting at
the Hand but he will have a hard time hitting it because you are moving. you
may also be able to see the Sniper shooting at you from above.
Once you are underneath his position climb the wall and then underneath the
overhang. Once you get near the top of the overhang, stay on the side and
position the camera so you can see where the Sniper is at. While staying on
the side of the overhang get close to the Sniper's position so you can
possess him.
Once you have the Sniper in your possession, duck behind one of the walls.
Once you get your bearings, start sniping the Soldiers on the west end of the
street. Be careful, one of those Soldiers is a Sniper and he can end your
little escapade quickly if you don't take him out. Once you have eliminated
all of the Soldiers go down to street level, head west to the three-way
intersection, and look south.
You will see a JetPack appear and just hover there near the top of the debris
wall. He won't do anything until Stubbs shows up. But you're not Stubbs so he
is going to just sit there (most of the time anyway). Snipe him then
de-possess your Sniper.
Go into the street but stay on the south side of it. Head west and you will
see some sandbags with at least two or three Civilians behind them. Eat them
to regain your Hand and other weapons.
As you continue west, more Soldiers will show up. Two will appear near the
craters in the intersection and four will show near the exit. They are a
mixture of Helmets and Grunts. After dealing with them, head to the exit and
into the next section.
| Zombie Transport \
Yes. Herd your remaining zombies through the exit door so you can use them in
the next section.
| Hippo Heads \
[HH46] - Next to some Civilians on the south side of the street on the east
Directions: When you get out into the street turn left and stay on
the south side of the street. Move forward until you see
a group of three Civilians. Look off to your left a bit
more and you will see the Hippo Head.
| II.11.D. Back at the Main Entrance \
| Orientation \
Stubbs is looking west when he is looking straight out toward the street
| Basic Strategy \
When Stubbs gets to the opening, jump down to the street, head north, and
gnaw on the nearby Grunt. Continue heading north and you will see some
Soldiers fighting a group of zombies. You will also see a Bazooka getting
into position. Eat the Bazooka then take care of the rest of the nearby
Just to the west of your position is a large crater that contains two
Civilians. Leave them be for now. Head to the north side of the street and
look east. In the distance you will see a Tank. After a few seconds it will
start to head toward your position. Get behind the nearby car and wait. When
the Tank gets near, use either your Head or Gas weapon to deal with the
With the Tank taken care of, you can go to the large crater west of your
current position to eat the Bazooka. You can also head to the other crater
and eat the Civilians there if your fellow zombies didn't get to them first.
Get into the Tank and head east. You will notice that you are back at the
main entrance of Punchbowl where you started the game.
Use the Main Gun and Machine Gun to take care of all of the enemies that
appear. There are a couple of ElectroCannons by the obelisk. There are also
some Bazookas laying in wait. Go after these first since they are the ones
that can do damage to you while you are in the Tank. Everybody else is
Continue heading east taking out all of the enemies in your way. Look on the
south side of the street and you will see Pistol Pete's. Continue to the end
of the street and clear it of all enemies before entering Pistol Pete's.
After Pistol Pete's you will be shown the exit. Get back into the Tank and
head toward the exit. Near the exit is a couple of ElectroCannons. Use the
Tank on them then get out and head to the next section.
| Zombie Transport \
You can transport your zombies from this section to the next but considering
that you have the use of a Tank in the next section there really isn't a
point in bringing in some zombies from the previous area.
| Hippo Heads \
[HH47] - On the east side of the huge obelisk south of the main entrance to
Directions: This is essentially a repeat of HH2.
| II.11.E. The Serenade \
| Basic Strategy \
Once you get out into the street you will come across a Tank. You will also
be serenaded by the Barbers telling you how they will deal with you hence the
name of this section.
You are also back at the Central Town Square in front of City Hall. Get into
the Tank and turn right at the intersection. Continue forward, past the
Monorail entrance, then turn left when you get near the seawall. Go up the
slight incline, turn left again, then head toward the City Hall entrance.
You will be fired upon, from behind, by some Barbers positioned by the
Monorail entrance. Ignore them. As you get near the City Hall entrance you
will find another Tank and a soldier trying to enter it. Shoot the Tank to
kill the soldier then exit yours when you get to the doors.
Go up the stairs and through the entrance to go to the final chapter.
| II.12. The Ghoul of Your Dreams |
You're finally here. City Hall. This is where Maggie Monday, Andrew Monday,
and all of his security forces are holed up trying to fight off the zombie
invasion. You have to fight your way through the lobby to get to Andrew's
| II.12.A. The Lobby \
| Orientation \
Stubbs is pointing north when he is looking through the door leading into the
main lobby.
| Basic Strategy \
You start just at the entrance of the lobby. In addition, you will be given a
full compliment of all of your weapons regardless of what you had at the end
of the last chapter. You also have the advantage of some darkness in the area
just before the main lobby. Stay here for a little bit and let one of the
Barbers come to you. When he gets near you, eat him.
As you look forward from your position you can see a large set of stairs
leading upward. You will also see entrances to your left (west) and right
(east) that lead into the wings of City Hall.
At this point you will notice some Civilians mulling about in the lobby area.
As the Barber you just killed gets back up some of them will head toward it
so they can attack. Go after the civilians and eat them while ignoring the
other Barbers attacking you. You will also see other zombies entering the
lobby from outside to help you in your conquest.
After killing the Civilians, head to the east wing of City Hall. As you do so
an ElectroCannon will show up at the top of the stairs but you will deal with
him later.
As you enter the east wing you will see a Barber behind some sandbags. Kill
him then look around. You will see two doors on the north wall. This is the
lobby restroom. Inside are two Civilians and two Barbers.
After taking care of everybody in the lobby restroom, head back toward the
main lobby. You will notice two JetPacks flying around shooting at any zombie
that is moving. Go up the stairs and kill the ElectroCannon before he can do
any damage to you then head back down and use your Guts to kill off the
Now head to the west wing of City Hall. You will see a door to your right as
you enter the wing. There are two Barbers inside. They are not too hard to
take care of. There is also an ElectroCannon that shows up on the far end of
the wing. You can easily get behind him and eat him before he can do
Another option is to possess this ElectroCannon and use him to cause chaos
and kill his fellow Barbers. Pretty effective as I've found out.
Head back to the lobby and head up the stairs. When you get up the first part
of the stairs, stop. At the top of the stairs, and on the second floor, there
are four Barbers close by. The best thing to do is use your Head. Roll it up
the stairs and aim it at the group of Barbers. Either you will convert them
or blow them to smithereens. If you are in possession of the ElectroCannon
you can just blow them up. After dealing with them, go up to the second
There should be two Barbers near the next set of stairs leading up to the
third floor. You may also be fired upon by another Barber on the third floor.
Kill the the two Barbers here on the second floor then go up to the next
Now you will deal with Mr. Skegness and three of his men at the entrance to
Andrew's office. The Barber that was firing at you from this floor while you
were on the second floor is gone.
Run at Mr. Skegness and when you are in the middle of his group use your Gas.
Then eat as many brains as possible while they are stunned to replenish your
Head and Gas weapons. At least one member of this group will come to his
senses and will attack you while you are eating some brains but that should
still not be a problem (except in Insane Mode). After killing all of them you
can now enter Andrew's office.
| Zombie Transport \
| Hippo Heads \
[HH48] - In the east corner of the City Hall lobby restroom.
Directions: When you get into the lobby turn right and head into the
east wing of City Hall. When you get into the east wing
you will see two doors. These are the doors into the
lobby restroom. Go into the restroom and you will see
the Hippo Head on the east side.
| II.12.B. Andrew Monday \
| Basic Strategy \
After the cutscene you have to deal with Andrew Monday himself. Andrew sits
behind his desk (which spins around) and is protected by two sets of circular
shields. The outer one goes clockwise and the inner set goes counterclockwise
(this kind of reminds me of the retrogame "Star Castle". Anybody remember
"Star Castle"? Anybody?.....).
He also has weapons on his desk that he can use to defend himself. One weapon
is some sort of homing energy missile. They are kind of slow but they will
follow you and can do some damage unless you put an obstacle between you and
them. The second weapon is a more powerful form of the BoomStick. If you get
too close and he sees you he will send you across the room and will take off
most of your health in the process.
As for the room itself, from your position, Andrew sits in the middle of the
room. Behind him are two elevators in which Barbers will appear from time to
time. Behind you are two rooms in which Civilians are present and will spawn
more from time to time. To your left is the executive bathroom. There are
also two arches and two partial arches within this room which you can use as
I came up with the following strategy while playing around at the Insane
difficulty level.
When everything starts going, head toward the bathroom but hang near the
partial arch. Lure the Barber to your position then go into the bathroom and
into one of the corners. More than likely a Civilian will follow you into the
bathroom. Kill him then go back into the corner and launch your Hand. Use
your Hand and possess the nearby Barber then send him into the bathroom.
Now position the Barber so you can see some of the shields through the open
door. Use your RayGun and start shooting the shields. It will take a little
while but you will damage the shields and eventually start blowing up
sections of it. When you take out a section of shield you will hear Andrew
taunt you by saying that he doesn't need shields.
At this point another Barber will show up and will confront you. Shoot him in
the head to take care of him quickly. Look back out the door and finish up
the rest of the outer shields. After destroying the outer shields, work on
the inner shields. When you destroy a section of inner shield Andrew will
taunt you again.
Take care of any Barber that confronts you then go back to destroying the
inner shield. After destroying all of the shields you have the option of
shooting Andrew (he will shoot energy missiles at you but you can just go
left so that they will hit the wall then pop back out and shoot him again) or
use your Head and aim at his desk. Either method will take care of Andrew
once and for all.
| III. The End? |
By defeating Andrew Monday you will have finished the destruction of
Punchbowl and made the world safe for zombies everywhere. But will there be a
sequel so Stubbs can continue the carnage? I hope so. I really like the
concept behind this game as well as the character of Stubbs himself and I
look forward to a follow-up.
| IV. "Maggie's Melons" Lyrics |
I don't know who wrote these lyrics but thanks goes to Mr. Pottymouth for
posting them at the GameFAQs message boards:
Some folks go for cantaloupe
and others honeydew
But I prefer a sweeter fruit
and I think you will too
Just step right up & take a gander at
the sight of Maggie's melons
You'll never find another fruit
that leaves you so impressed
They're all the rage at every age
from kids to grizzled felons
So plump & firm and succulent
each melon truly blessed
You'll never want to go without
you'll always want them near
But you can't get 'em just anywhere
you can only find these melons here
So step right up and place your order
for a taste of Maggie's melon's
They're only here in Punchbowl
Pennsylvania, USA
We'll seek them out like we're hungry
thirsty Ferdinand Magellans
'Cause those luscious melons are what I need
I won't chew your rind it you won't spit my seed
Oh Maggie won't you heave a couple melons my way!
| V. Credits |
Credits and thanks go out to the following:
Wideload Games and Aspyr Media
For creating one of the more unique characters in vidgames and for
supporting the Macintosh computer.
GameFAQs, IGN, CheatCC, Cheats.de, GameHelper, GamersTemple, SuperCheats,
TheGenie, and many other guides sites
For providing a place for writers like myself to publish our work and help
other gamers while indulging in one of our favorite pastimes.
Apple Computers and Bare Bones Software
For making, IMHO, the best computers (especially my new Mac Mini) and for
making the best text programs (BBEdit Lite 6.1.2 and TextWrangler 2.1.2)
for the Macintosh.
For putting out a solid game console: the Xbox. But that still doesn't make
me want to use Windows.....
And finally, my biggest thanks of all goes to you the reader (and especially
those who have made suggestions that made it into my guides as well as those
who took the time to say nice things about these documents).
| VI. Conclusion |
So now I've come to the end of yet another gaming adventure and looking
forward to new ones. I hope that my guide helps you in getting the most out
of "Stubbs the Zombie".
Remember, if you have any comments and suggestions, you can contact me at
rarusk[gnat]netzero[snot]com. Enjoy!
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