THE HOUSE OF THE DEAD: OVERKILL
Rules
Powerups
Bad Guys
My Tips
About This Guide
Cheats/Unlockables
RULES:

Your life is divided into 10 blocks. When hit, you will lose anywhere from 1-3 blocks of life, depending on what hit you. Most enemies do 1 block, but some can do 2, and a very few do 3. In the Extended Cut, at least one attack can do 4(!) although no attacks can do 3 (by themselves.)

To reload, press the appropriate button or shake the controller. In the Extended Cut, you can also simply pull the trigger when out of ammo.

The Danger Cam allows you to move the camera slightly. To do so, aim off the screen in the direction(s) you wish to move the camera in. This can be used to see things you couldn't before. This feature can be turned on permanently, activated by a button, or turned off. In the Extended Cut, it's always on.

You can carry 2 weapons at once, provided that you DO possess at least 2 different weapons and have them selected. Normally, this means you can switch between them at any time by pressing the appropriate buttons(s.) In Dual Wield Mode, you use them both at once.

Powerups are located throughout the game. Shoot them to pick them up.

You can obtain Grenades which can be thrown at almost any time. You can't throw a Grenade while reloading.

Some enemies can grab you. If so, you will enter a game of tug-of-war. Shake the Wiimote to fill the bar up. The bar will gradually drain, so the quicker you shake, the better chance you have to win. If the bar empties, you take damage and you remain in tug-of-war. If you fill it, you kill the monster. In the Extended Cut, this mechanic has been removed.

Civilians are found throughout the levels. Shooting one yourself will kill them and carries a point penalty. Most civilians are under attack from enemies and can be rescued. This is accomplished by killing their attackers before they are killed. A successful rescue awards 5,000 points and occasionally a laugh. Shooting one yourself is a 5,000 point penalty.

You can earn money for scoring on the high score list and getting achievements. In the Extended Cut, Cash is earned by performance and can also be found within stages.

Money earned can be used to buy new weapons and to upgrade their stats that can be used in any stage for the mode you bought it for. You can't use a weapon you bought in Story Mode in Director's Cut and vice versa. Same goes for upgrades. In the Extended Cut, weapons and upgrades are shared between modes.

Each weapon has 5 stats that you can upgrade (some come maxed out already): recoil, fire rate, ammo capacity, damage, and reload time. Upgrading the recoil reduces how much the screen shakes whenever a shot is fired. Upgrading the fire rate shortens the pause between shots. Upgrading ammo capacity increases the total amount of shots in a clip. Upgrading damage increases the destruction wrought on an enemy's anatomy by a single projectile. Upgrading reload shortens the time it takes to load a new clip.

Aside from a health bar, the bosses also have cancel bars that appear during most attacks. If you deplete a cancel bar, the boss's attack will be prevented.

Making hits (and kills) consecutively will reward you with Combos. Every 5 kills (including those earned by shaking off foes) you make without missing (sometimes the game glitches and lets you keep a streak) or getting hurt earns you a streak. You simply need to hit an enemy, destructible item, or powerup to keep the streak going. However, you can only upgrade your streak by making kills, so bosses are only good for keeping your current bonus. Each streak gives you an additional point bonus per kill. There's Extreme Violence, Hardcore Violence, Ultra Violence, Psychotic, and Goregasm. The bonuses are: 100, 200, 300, 500, and finally 1,000 additional points, respectively. Once on Goregasm, the game seems to be lenient on being able to miss shots without losing your bonus. In the Extended Cut, missing during a Goregasm will end your Combo.

In the Extended Cut, the Director's Cut mode features challenges to fulfill. Each stage has 8: Accuracy; Score; Civilians; Combo; Goregasm; Collectibles; and Survival. Challenges defined... Accuracy: beat the stage with at least a certain accuracy percentage. Score: beat the stage with at least a certain amount of points. Combo: accumulate a certain number of consecutive hits. Goregasm: maintain a Goregasm for a certain amount of time. Collectibles: pick up every collectible (Poster, Comic, Record, Figurine) in the stage (this is cumulative- you don't have to grab 'em all in a single play.) Civilians: save every civilian (also cumulative- you don't have to save 'em all in a single play.) Survival: beat the stage without using a continue. All these are cumulative- you DON'T have to beat all challenges in a single try.





POWERUPS:

I went in more detail with the weapons while playing the Extended Cut, so some of the things I say MIGHT not be accurate for the Wii version. Also: with the exception of the Minigun, Bowgun, and Gwendolyn, all of the weapons in the Extended Cut start off at Bronze stats (the exceptions are of course already maxed out.)

Slow Mo-Fo Mode: This slows time way down for a short period of time. This can give you a chance to effeminately effectively (seriously spellchecker, you suck!) dispatch a charging mob of zombies with ease, or allow you to grab a powerup that you can't grab without risking hurt. I'm not 100% certain, but it may also slow enemies more than it does you, giving you a slight edge in time scrapes. Am I the only one who thought the icon looked like weed at first? In the Extended Cut, the icon is red instead of green.

Health Kit: Restores 2 blocks of life.

Grenade: Grants you one grenade. Grenades explode upon contact with a solid object. Anything caught within the blast will be destroyed. Most foes will be killed outright. Note that the explosion radius is limited, so aim well. Grenades travel in an arc, so be sure to aim upwards if your target is far away. These explosions do NOT pick up powerups. They WILL kill civilians. You can carry a maximum of 3 Grenades at once.

Cash: Exclusive to the Extended Cut. Gives you $500.

Golden Brain: Awards you 2,000 points, and a bonus movie if you collect ALL of them in Director's Cut. In the Extended Cut, these are removed.

Figurine: Exclusive to the Extended Cut. Unlocks a corresponding 3-D model and awards 2,000 points.

Record: Exclusive to the Extended Cut. Unlocks a corresponding music track and awards 2,000 points.

Poster: Exclusive to the Extended Cut. Unlocks a corresponding piece of concept art and awards 2,000 points.

Comic: Exclusive to the Extended Cut. Unlocks a corresponding comic page and awards 2,000 points.

AMS Magnum: $0. Being the default weapon, it unsurprisingly isn't very good. It isn't the weakest weapon, but it's close. The clip is decent, but nothing special. It starts at 8 bullets, but upgrades to 10, then 12. The biggest advantage is its short reload time. It will get you started, but buy another gun. Upgrading isn't worth it.

Submachine Gun: $1,225; $5,000 in the Extended Cut. This gun features fully automatic firepower, allowing you to pump a foe full of lead quickly. This weapon fires 3 bullets pretty much every pull. However, the bullets are very weak, so you will have to pump a foe full of lead to kill it- a single headshot won't cut it until you upgrade the damage. In addition, they don't even make zombies flinch. Thankfully, the ammo capacity is very high. It starts at 30 bullets and can be upgraded to 37, then 45. The recoil of this gun is a bit more important due to the automatic nature causing the screen to constantly shake, ruining accuracy. Due to its tendancy to fire several bullets per pull, it's a lousy weapon for a score run. You're bound to miss here and there, so getting a Goregasm with this is near impossible, especially since picking up powerups that don't happen to be directly in front of an enemy will end your streaks. The weapon comes with its fire rate Gold and clip size Silver. Well, it IS the cheapest weapon, but I'd hold out for something better. In the Extended Cut, it's a lot easier to fire only 1 or 2 bullets a pull. Also, the game only resets your combo if you miss while firing on full-auto, making it an easier weapon for scoring. If you fire one bullet at a time, you can miss to your heart's content and not suffer any penalty. If you fire a burst and miss even a single bullet though, you'll loss the combo. I think it's safe to fire a 3-shot burst but that's pushing it.

Shotgun: $1,800; $10,000 in the Extended Cut. A nice blast of pellets capable of doing good damage, provided the pellets hit the same target. Also capable of taking down more than one zombie in a single blast. With upgraded damage, you can kill any generic enemy with a single blast, albeit a very well-aimed one. However, the ammo capacity is very low compared to other weapons. It starts at 5 shells, and can be upgraded to 6, then 7, which is only marginally better. Also, the pump-action results in a pause between shots (especially noticeable in Slow Mo-Fo Mode) which isn't too bad, but can be mostly eliminated through upgrading. Finally, the reload time is very long, and will probably result in many hits until you upgrade it. A terrible weapon initially, but with upgrades to reload time, capacity, and damage, it becomes a good weapon, though that's a bunch of money. In the Extended Cut, the capacity starts at 4, and can be upgraded to 5, then 6.

Assault Rifle: $4,600; $10,000 in the Extended Cut. This weapon has fully automatic firing. The bullets are somewhat powerful, capable of dropping most foes with just a single burst. The clip size is very good too. It starts at 30 bullets (10 'shots') and can be upgraded to 45 (or 15 'shots'.) However, the recoil is rather severe and can cause some stray bullets. The power of this weapon is average. It starts off unable to kill with a single headshot but with an upgrade of damage it will. The reload time is slightly slow, but an upgrade will fix that. For ease of use, this weapon is a winner. The only drawback comes from the weapon firing 3 shots with virtually every single pull of the trigger: you're bound to miss here and there, so getting a Goregasm with this is near impossible, especially since picking up powerups that don't happen to be directly in front of an enemy will end your streaks. You won't be breaking the high scores with this weapon. This weapon comes with its fire rate Gold, and damage and capacity Silver. In the Extended Cut, the full-auto feature is removed, along with most of this weapon's appeal. It's really only good there if you want a decently-powered weapon with a big clip.

Hand Cannon: $5,500; $10,000 in the Extended Cut. A real powerhouse. A single bullet will destroy any regular foe, and does a lot more damage per hit on bosses. Although weaker than the sum of a dead-on shotgun blast, the power is all focused in a single bullet, so even if you just nick a regular mutant, he will die. However, this power comes at 2 large costs... One: The clip size is pitiful. It has 5 bullets stock and can be upgraded to 6, then 7, which isn't much. Two: The reload time is long, with a pause even after the animation is finished. However, upgrading fixes it. This weapon is only available after beating Story Mode. This weapon comes with its damage Gold. Well, it's certainly a deadly weapon, but I don't recommend using it without a Gold reload stat. In the Extended Cut, this gun is available from the start.

Automatic Shotgun: $6,500; $15,000 in the Extended Cut. An improved shotgun. Capable of doing heavy damage when still at stock stats, provided the pellets hit the same target. When upgraded, all the pellets can easily add up to more damage than the Hand Cannon. Any generic enemy can be easily killed with a single shot. An entire mob of zombies can be obliterated with a few blasts. The pause between shots is drastically reduced. Although better than the Shotgun, the ammo capacity of this weapon is still low. It starts at 6 shells, and can be upgraded to 7, then 8, which is only decent. This weapon comes with its fire rate Gold and damage Silver. Like the Shotgun, but a good weapon right out of the box. The only drawback is that it's the second most expensive weapon. My weapon of choice if going for score since you don't need to be as accurate.

Minigun: $15,000; $25,000 in the Extended Cut. The ultimate in fun. This puppy has fully automatic fire, and a ridiculously high rate of fire. The weapon is very weak, requiring several headshots to kill anything, but the fire rate compensates. The recoil is surprisingly low and your bullets will stay close to your target. There is no clip size per se, but firing nonstop for about 6 seconds causes overheating, and the weapon will stop firing for a couple seconds. To avoid this, you'll have to occasionally lay off the trigger for a moment before resuming. There's a meter that fills up and changes color (from blue to yellow to red) to visually indicate your gun's temperature. If you heat up the gun close to the max (right before the meter turns red), it will require a slight cooldown (less than overheating) before you can fire it again. Aside from that, the weapon's only other flaw is that the gun doesn't fire instantly. The barrels have to start spinning for a split-second before the slaughter commences (so if you just jerk the trigger you won't actually fire any bullets) so you can't shoot stuff on the spot. Since you're bound to miss here and there, getting a Goregasm with this is near impossible. This weapon is only available after beating Director's Cut. This weapon comes with all its stats Gold, so you won't have to drop any additional money on it. Since it's obtained so late, it is more of a fun weapon than an ultimate weapon. In the Extended Cut, the game only resets your combo if you miss while firing on full-auto. If you fire in short bursts, you can miss to your heart's content and not suffer any penalty. If you hold the trigger and miss even a single bullet though, you'll loss the combo. It's more lenient than the SMG but then again it fires faster. However, this weapon also comes with a handicap: you can't throw Grenades while holding this weapon.

Bowgun: $25,000. Only available in the Extended Cut. A fun weapon. The Bowgun fires arrows tipped with explosives like Rambo. The arrow itself won't kill anything, but it will explode after one second, killing any generic enemy along with any nearby ones. It doesn't HAVE to hit an enemy though; for cool points, shoot near an enemy or in front of them and let them walk into an explosion! The explosive radius is not as great as Grenade. The arrow will knock a zombie back so they won't hit you before they blow up. However, Pukers and Bosses are NOT knocked back or otherwise slowed down, so they can hit you before the explosion. In other words, it is impossible to avoid getting hit at certain points with this weapon. It does great damage against bosses but the delay will spell death in many cases. This weapon comes with all its stats Gold so no further investment is necessary. There are 2 drawbacks... One: the Bowgun can only carry 3 arrows. Two: there's a big pause between shots. Use it for fun, not ownage. Because you're not gonna be owning with this thing.

Gwendolyn: $50,000. Only available in the Extended Cut. If you want an easy ride then this is your gun. This gun has unlimited ammo and never needs to be reloaded. Awesome by itself, but the gun goes further by being pretty powerful, dropping enemies and canceling boss attacks in only 1 or 2 shots. If you try to reload, you will twirl the gun around a bit, during which time you can't shoot. This 'feature' serves to be the gun's only real flaw; you can accidentally trigger this 'reload' and get yourself hit. Trust me, it happens easily. This weapon comes with all its stats Gold so no further investment is necessary.





BAD GUYS:

I went into more detail upon playing the Extended Cut, so some of the information (like durability) MIGHT not be accurate for the Wii version.

Zombie: The most lowly form, and far more of cannon fodder than previous Houses. They come in many appearances (male, female, scrubs, redneck, clown, etc.) but they all behave the same. Most are unarmed, but some carry weapons like axes, clubs, knives, saws, or scythes. Nonetheless, they all behave the same. However, some weapons do more damage than others. Axes, hammers, saws, (severed) arms, and cleavers do 2 blocks of damage. Some wear helmets or masks that protects them from a few headshots, though they will be destroyed with a few hits. Shooting zombies in the legs makes them fall and buy time for you, and if you got a powerful weapon makes them a crawling zombie. Blowing off an arm can remove a deadly weapon and make them resort to unarmed combat. Body shots are often good for reduced speed. Although the game has names for several variations (David, Uma, and Bradley) they have absolutely NO difference between them so I'll generally just refer to them as zombies. Durability: 2 shots from the AMS Magnum; 4/3 shots from the Submachine Gun; 1 good blast from the Shotgun; 3/2 shots from the Assault Rifle; 1 shot from the Hand Cannon; 1 good blast from the Automatic Shotgun; a bunch of shots from the Minigun; 1 shot from the Bowgun; 1 shot from the Gwendolyn. They can survive a headshot from the stock Submachine Gun and Assault Rifle, as well as poor Shotgun or Automatic Shotgun blasts.

Bob: A fat zombie. Basically, they behave the same as Daves, except they are more durable. Due to their extra weight, they typically can't move as fast as their smaller brethren, though some can haul ass so be wary. They too can carry weapons. Watch for axes, hammers, or cleavers because they do 2 blocks of damage. When injured, their speed drastically decreases. You can also blow off an arm to disarm one, or a leg to make him a crawler. Durability: 3/2 shots from the AMS Magnum; 6/5 shots from the Submachine Gun; 2/1 good blasts from the Shotgun; 4/3 shots from the Assault Rifle; 1 shot from the Hand Cannon; 2/1 good blasts from the Automatic Shotgun; a lotta shots from the Minigun; 1 shot from the Bowgun; 2 shots from the Gwendolyn. They can survive a headshot from the stock Submachine Gun and Assault Rifle, as well as poor Shotgun or Automatic Shotgun blasts. In the Extended Cut, they don't slow after being shot.

Zombie Thrower: These guys simply stand in place and hurl various objects (axes, knives, bottles) at you. Very annoying, but sometimes they might throw an object directly into nearby scenery, thereby preventing it from hitting you. Amusingly, the projectiles can also be blocked by other enemies if they're in front of you, though I dunno if it does any damage. Comes in regular and fat (Bob) versions. Their durability is the same as their respective forms.

Crawling Zombie: A zombie without the ability to walk. Not exactly a new breed, but you'll create a few in your quest. Relegated to pulling themselves along, they are quite slow. Furthermore, most will die after a short while, often before they can even reach you. In the Extended Cut, these guys WILL get you before they die.

Zombie In Riot Gear: These guys appear enough to warrant a mention. Very well protected zombies who you will learn to hate. Wearing a helmet and carrying a riot shield and billy club, these guys are prepared for battle. The shield will protect nearly all of him. It is possible to get a clean shot if you catch one sideways (say, just entering a doorway) or to tag a barely exposed arm or leg and make them lower their defenses. However, the biggest opening is when they go to hit you, as they cast aside their shield. You can also simply destroy their shield by shooting it a whole bunch. Aside from their added protection, these guys are only as durable as regular zombies.

Fury: Looks a lot like a zombie, except with no shirt and dark skin. These guys run or scamper straight towards and try to grab you. If one does, you'll have to shake him off before he hits you. Failure results in 2 blocks damage and he'll remain latched on to strike again. When you shake one off, you'll automatically kill it in the process. They don't quite run straight at you; they weave slightly. They are quite different in the Extended Cut. You can't kill one by shooting it- they WILL grab you. Instead of the shaking prompt, you have to shoot a target that will appear at random quickly or take damage. The target can be at: the head, chest, left arm, or right arm. Success results in you delivering a hit to the enemy. You must complete hit 3 targets to defeat a Fury, at which point your character will utilize the nearby environment to finish it off.

Puker: A nude humanoid with a bloated belly. Like a charger, they rush at you and grab on to deliver some bile in your face. If grabbed, you have to shake him off before you take 2 blocks damage and he remains latched on for another attack. Shake one off and it dies. They also have another trick up their sleeve which makes them the most deadly enemy in the game. Unless you shoot them in the head, they will explode upon death. This explosion results can result in 1-3 blocks of damage, depending on their proximity to you. Usually, it will cost 2 blocks, but extreme close and a far encounters will result in 3 or only 1, respectively. On the plus size, explosions can take out any enemies too. If far enough away when they blow, it seems you might not get hurt, although this may just be a glitch. They move faster than Furys. They don't flinch when shot so I can't be sure of durability because I can't when I actually hit them. But I do that 1 Hand Cannon shot, Bowgun arrow, good Shotgun or Automatic Shotgun blast will kill one. In the Extended Cut, Pukers won't hurt you when they die due to a fatal influx of lead so you don't need to worry about headshots. As a result, they are now basically free Grenades. However, I have no idea if their explosions are random or dependent on where you hit them. Like the Fury, the shake prompt is removed- they will explode when up in your face, doing 2 blocks of damage (they will jump before blowing.) As a result, they only can do 2 blocks of damage in this version, not more or less. As a final note: they are NOT knocked back by the Bowgun, so they will get you before the arrow explodes unless they are REALLY far away.

The Birds: Small winged creatures with feathers. Not very common, and especially so in Story Mode. Birds fly around in the sky and try to dive-bomb you. A single shot to the body (not wings) is enough to splatter a bird. Since they like to fly around, you have plenty of time to kill them before they attack, but they can be hard to hit as they do so. Plus, they can be hard to spot against the night sky, which they always appear in.

Greg: A mutant baby. This enemy is exclusive to the Extended Cut. These bastards scamper along the floor, wall, or ceiling towards you and then jump on you. If they get you, they vanish. One shot will splatter them. These guys are very small and move fast, making them a challenge to hit.

Flesher: A bulky zombie with red skin. This enemy is exclusive to the Extended Cut. These guys are really just regular zombies. They attack by punching. They never run, so they're either walking or crawling. I am certain there's no difference in durability- if there is, it's insignificant.





MY TIPS:

Keep the Danger Cam on at all times. I don't know why you can turn it off because doing so puts you at a disadvantage. It's not uncommon for an enemy to walk partially off-camera, leaving you able to only tag an arm or sliver of chest. With Danger Cam, you can turn to get clean shots and grab powerups that can't be seen normally. The only possible drawback to Danger Cam is that resting your arms causes the camera to go down, but even then you only get freedom to move a little bit so you'll still see anything that jumps out. You have no choice in the Extended Cut.

Reloading is done by SHAKING or pressing a button, not by aiming off the screen. A quick down-up motion is usually sufficient to trigger a reload, but you might want to throw another motion in there. On the other hand, the shaking can really mess you up since it's so easy to do. A very quick swing towards a suddenly appearing zombie can be misinterpreted as "I would like to reload my gun now" and leave you defenseless to attack. Try to be smooth and not jostle the Wiimote as you move it. But still, you're bound to do this sometime. Shaking works in the Extended Cut too but if you're using a Sharpshooter or possibly another gun shell it don't work too well.

This was true in previous Houses, but it's twice as true here: there is no magical moment of invulnerability between hits. If multiple projectiles are coming at you, EACH ONE will take off a block (or more in some cases.) The enemies are vicious in this game. Even a lowly Dave will pummel you with hits if you let him. I'm serious, the enemies strike fast and repeatedly so take them out quickly.

If grabbed by a Fury or Puker always be ready to shake (or simply start shaking early) before the prompt even appears because the bar starts out below halfway and drains fast. Totally not applicable to the Extended Cut.

Reload time is a significant issue in this game. A badly timed one can spell pain for you. Reloading when you get a free moment is a good idea.

Saving civilians isn't as hard as it may seem. Usually when you shoot a zombie, it will turn its attention to YOU and not the civilian. Shoot each zombie to distract them, then kill them. This trick doesn't work on some, usually those zombies who can't reach you anyway. In the Extended Cut, the zombies tend to not do this, thus making this strategy mostly worthless. They MIGHT but it is random.

My weapon of choice, and likely the best overall is the Automatic Shotgun. It comes with great power, a decent ammo capacity, fast reload time, and with upgrades only becomes better. For sheer simplicity, the fully upgraded Assault Rifle will make the game a breeze, but it won't be earning you much money when you're grinding for score bonuses. You shouldn't bother with the Shotgun or Hand Cannon without dropping some cash for their upgrades (specifically ammo capacity and reload time.) I suggest the Automatic Shotgun for the level with a Hand Cannon in your back pocket for shooting zombies attacking civilians and bosses. In the Extended Cut, the Assault Rifle is seriously neared and the Gwendolyn is added for a very easy time.

For my money, capacity, damage, and reload are the stats worth the most. If your current weapon's fatal flaw is in one of those areas, bring it up first. Otherwise, I'd go with reload or capacity first, depending on which current stats are below acceptable. Damage isn't as important, but obviously less bullets per target translates to less need for added capacity or shorter reload. Fire Rate isn't really all that important except for those weapons with an exceptionally slow one. Recoil is the least important, and mainly only for weapons with automatic fire, not single shot ones. You shouldn't be firing that fast anyway.

Grenades are best used when you face a mob of zombies. They are totally worthless or worth minimal damage against most bosses. If you played Umbrella Chronicles, you know what I'm getting at.

They may not feel pain, but lost body parts impair an enemy's abilities. Spreading out your attacks instead of concentrating your fire results in a bunch of wounded and hopefully slower foes. This doesn't apply to the Extended Cut, and enemies RARELY lose parts anyway.

Extended Cut players: When going for those score, Goregasm, and combo challenges, I suggest using the Minigun or, to a lesser extent, the Submachine Gun. As long as you don't hold the trigger down, you can miss without penalty. Obviously, the Minigun has the advantage of not needing to reload.





ABOUT THIS GUIDE:

The regular zombies are far more of fodder in this one, so their appearances are generally not noted. The main purpose of this is to provide boss info and powerup locations. Branching paths between modes are linked via anchor points. Word up.





CHEATS/UNLOCKABLES:


Unlockables:

This first section is for the original Wii version.

Director's Cut: Complete Story Mode. This is an alternate mode with additional enemies and new paths through levels.

Hand Cannon: Complete Story Mode. Now you can buy a new weapon in either mode.

Dual Wield Mode: Complete Story Mode. Now you can use 2 different weapons at once in Story Mode.

Minigun: Complete Director's Cut. Now you can buy a new weapon in either mode.

There are numerous movies, songs, images, and 3-D images to unlock by meeting certain criteria. Note that many must be unlocked in a specific mode. Something listed as Story Mode can NOT be earned in Director's Cut. They are listed in-game:

Screamer Movie: Collect all Golden Brains in Director's Cut.

Madworld Movie: Turn the game on.

Intro Movie, Mother Image and Warden Clement Darling Image: Complete Director's Cut. I had to work to earn THIS!?!

Dim Sum For Papa Instrumental Song, Mutated Jasper Guns Image, and Papa's Palace Of Pain Poster Image: Complete Papa's Palace Of Pain in Story Mode.

Suffer Like G Did Instrumental Song, Screamer Image, and Ballistic Trauma Poster Image: Complete Ballistic Trauma in Story Mode.

One Night In Bayou Instrumental Song, The Twins (Nigel and Sebastian) Image, and Carny! Poster Image: Complete Carny in Story Mode.

Critic's Choice Instrumental Song, Crawler Image, and Scream Train Poster Image: Complete Scream Train in Story Mode.

The House Of The Dead Instrumental Song, Lobber Image, and The Fetid Waters Poster Image: Complete The Fetid Waters In Story Mode.

Special Kinda Love Instrumental Song, Brutus Image, and Jailhouse Judgement Poster Image: Complete Jailhouse Judgement in Story Mode.

Overkill Instrumental Song, Mutated Mother Image, and Overkill Poster Image: Complete Overkill in Story Mode.

Dim Sum For Papa Song and Mutated Jasper Guns 3-D: : Complete Papa's Palace Of Pain in Director's Cut.

Suffer Like G Did Song and Screamer 3-D: Complete Ballistic Trauma in Director's Cut.

One Night In Bayou Song and The Twins (Nigel and Sebastian) 3-D: Complete Carny in Director's Cut.

Critic's Choice Song and Crawler 3-D: Complete Scream Train in Director's Cut.

The House Of The Dead Song and Lobber 3-D: Complete The Fetid Waters In Director's Cut.

Special Kinda Love Song and Brutus 3-D: Complete Jailhouse Judgement in Director's Cut.

Overkill Song and Mutated Mother 3-D: Complete Overkill in Director's Cut.

Get Funky Song and Wash's Day Off Song: Earn a balance of $5,000 in Story Mode. To specify, you must have $5,000 AT ONCE. These ones are not cumulative.

The Mutant Shuffle Song: Earn a balance of $7,500 in Story Mode.

Torn Out Twisted Song and Papa Caesar Image: Earn a balance of $10,000 in Story Mode.

Unknown Song: Earn all other movies, songs, pictures, and 3-D images. Or so it says. I have all of them, as do many others, and none of us has this song. Maybe it's a glitch. Maybe the criteria is incorrect. Anybody get this?

Male Mutant (Bradley) Image and Male Mutant (Dave) 3-D: Achieve a 50-kill combo.

Large Mutant (Bob) Image: Rescue all civilians in Director's Cut.

Female Mutant (Uma) Image: Shoot a total of 20 legs.

Fury Image and Fury 3-D: Complete Carny with only the AMS Magnum (you may NOT carry a second weapon) without continuing in Story Mode.

AMS Special Agent G Image and Detective Isaac Washington Image: Complete Story Mode.

Puker Image and Puker 3-D: Achieve a Goregasm that lasts for at least 2 minutes.

Varla Guns Image and Varla Guns 3-D: Complete a level without continuing in Director's Cut.

Dr. Jasper Guns Image and Dr. Jasper Guns 3-D: Upgrade every weapon's statistics to the maximum. This is shared between both modes, so you can so you can save time and upgrade different weapons in both modes.

Cat Green Album Art Image: Score a total of 50 head shots.

Headstrong's 'Scream Team' Image: Complete Overkill without continuing in Story Mode.

Halloween Party Images (13 of them): Complete a level in Dual Wield Mode.

Male Mutant (Redneck) 3-D: Watch the credits.

Female Mutant (Nurse) 3-D: Shoot a total of 70 legs.

AMS Special Agent G 3-D and Detective Isaac Washington 3-D: Purchase all weapons. I believe this is shared , but I'm not sure.

Mother 3-D: Kill a total of 2,000 enemies.

Papa Caesar 3-D: Earn a balance of $5,000 in Director's Cut.

Warden Clement Darling 3-D: Complete Jailhouse Judgement a total of 3 times.

Assault Rifle 3-D: Complete Jailhouse Judgement with at least 70% accuracy.

Hand Cannon 3-D: Complete Papa's Palace Of Pain with at least 70% accuracy.

SMG 3-D: Complete Scream Train with at least 70% accuracy.

AMS Magnum 3-D: Complete Carny with at least 70% accuracy.

Minigun 3-D: Complete Overkill with at least 70% accuracy.

Shotgun 3-D Complete Ballistic Trauma with at least 90% accuracy.

Automatic Shotgun 3-D: Complete The Fetid Waters with at least 70% accuracy.

Ice-Cream Truck 3-D: Kill a total of 50 enemies while holding the gun gangster-style (sideways.)


And now for the Extended Cut...

Director's Cut: Complete Story Mode. This is an alternate mode with additional enemies, new paths through levels, and challenges to fulfill.

Shoot The Shit: Complete Story Mode. Now you can play Story Mode or Director's Cut with a bonus game during the FMV's: subtitles will appear on the screen. 'Profane' words will be marked in red. The objective is to shoot the bad words, ideally BEFORE they're spoken. If you nail a word before it is spoken, it will be censored.

Minigun: Complete Story Mode. Now you can buy this weapon.

Hardcore: Complete Director's Cut (you DON'T need to complete the challenges.) Now you can play Director's Cut in this special mode where the zombies (everything except Gregs, birds, Furys, Pukers) are invulnerable to any damage sustained EXCEPT for headshots.

Classic Mode: Complete Director's Cut (you DON'T need to complete the challenges.) Now you can play Director's Cut in this special mode where you can only use the AMS Magnum (except for the Minigun part of Overkill) with the recoil, damage, and reload stats at Silver and the fire rate and ammo capacity stats at Gold.

Dual Wield: Complete Director's Cut (you DON'T need to complete the challenges.) Now you can play Story Mode or Director's Cut in this special mode where you can use 2 different weapons at once in Story Mode.

Crossbow: Complete Director's Cut (you DON'T need to complete the challenges.) Now you can buy this new weapon.

'Profanity!' (That's actually not what it's called; that's merely the default setting of this option): Not sure, but you get this by playing in Shoot The Shit mode. I believe you need to shoot a certain number of foul words, but I dunno if it matters if you shoot them before or after they're spoken. Now you can play Story Mode or Director's Cut where the bad words in the FMV's will be censored (automatically if not in Shoot The Shit mode) with a variety of different sounds (the default is Profanity!, where the bad words are uncensored.)

Gwendolyn: Not 100% certain here, but I believe you must complete the Hardcore, Classic, and Shoot The Shit modes (and by extension, Story Mode and Director's Cut (NOT the challenges) but obviously you already did that.) Now you can buy this new weapon.

And now, here are the trophies to earn!

The House Of The Dead: Overlord: Platinum. Earn every other trophy in the game.

Papa's Palace Of Pain: Bronze. Complete Papa's Palace Of Pain in Story Mode.

Naked Terror: Bronze. Complete Naked Terror in Story Mode.

Ballistic Trauma: Bronze. Complete Ballistic Trauma in Story Mode.

Carny: Bronze. Complete Carny in Story Mode.

Creeping Flesh: Bronze. Complete Creeping Flesh in Story Mode.

Scream Train: Bronze. Complete Scream Train in Story Mode.

The Fetid Waters: Bronze. Complete The Fetid Waters in Story Mode.

Jailhouse Judgment: Bronze. Complete Jailhouse Judgment in Story Mode.

Overkill: Bronze. Complete Overkill in Story Mode. Actually, it says beat all stages but you obviously did that if you got this far.

Goregasm!: Bronze. Achieve a Goregasm.

Weak At The Knees: Bronze. Maintain a Goregasm for at least 2 minutes.

De-Generation: Bronze. Collect a total of 10 Records (although the trophy calls them "LP's".)

Decom-Poster Child: Bronze. Collect a total of 15 Posters.

Dis-Figurine Collection: Bronze. Collect a total of 15 Figurines.

Graphic Horror: Bronze. Collect a total of 17 Comics.

Boom Headshot!: Bronze. Score a total of 200 headshots.

Toasty!: Bronze. Kill at least 5 enemies with one Grenade.

Yakuza: Bronze. Kill a total of 100 enemies while holding your gun (Move) sideways. Can't be done with a controller as far as I know.

Suffer Like G Did: Bronze. Complete a level with a single block of life remaining.

Hardcore: Bronze. Complete a stage in Director's Cut without using a continue.

Merchant Of Menace: Bronze. Purchase a weapon.

Fully Loaded: Bronze. Purchase all upgrades for a single weapon.

Power Of The Mind: Bronze. Complete a stage with the targeting cursor turned off.

I'll Try Anything Once: Bronze. Play a full game of all 3 minigames.

Lights, Camera, Headshot!: Silver. Complete all stages in Director's Cut. This simply means finishing the stages, NOT completing the challenges.

Caesar's Salad: Silver. Complete all challenges for Papa's Palace Of Pain.

Private Dance: Silver. Complete all challenges for Naked Terror.

Doctors And Nurses: Silver. Complete all challenges for Ballistic Trauma.

Clown Shoes: Silver. Complete all challenges for Carny.

Meat Packer: Silver. Complete all challenges for Creeping Flesh.

Bad Conductor: Silver. Complete all challenges for Scream Train.

Swamp Monster: Silver. Complete all challenges for The Fetid Waters.

Jail Bird: Silver. Complete all challenges for Jailhouse Judgment.

Lab Rat: Silver. Complete all challenges for Lab Rat.

Never Runs Dry: Silver. Complete a stage without exhausting all ammo in a clip. (Or maybe just don't reload by pulling the trigger when out of ammo; the game says "without triggering an enforced reload." Dunno if reloading manually when empty counts.)

Be My Valentine, Jill: Gold. Earn every unlockable object in the game: modes, weapons, upgrades, and collectibles.

Perfect Victory: Gold. Complete every stage in either Story Mode or Director's Cut with an "S" rank. They must all be in one mode or the other; they won't share.

Do You Feel Lucky?: Gold. Complete all stages in Classic mode without using a continue.

Extreme Hardcore: Gold. Complete all stages in Director's Cut in Hardcore mode.


Cheats, but only if you have the Wii version:

'Fast and Easy' Money: Not an actual cheat, but not quite a legitimate effort. It's a well-kept secret that you do NOT have to finish a stage to earn money for an achievement. Therefore, you can place on the high score list, quit ASAP and collect your money with less effort and time. For maximum effect, score enough to nab 1st place, quit, replay until you beat the new score, quit, and repeat until you get enough money. Of course, this trick assumes that you CAN at the very least rank on the list. Another free tip, if starting another file, you'll probably want to delete your other(s) first since scores from all 3 files will use the same list. This doesn't work on the Extended Cut, not that you really need it anyway.
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