I did not create this guide It was put together impart with contributions by GameFAQs members on the Stubbs the Zombie in Rebel Without a Pulse board, around the time of the games release. In which I made some contributions too. http://www.bitwerkz.com/stubbs/ is the guide’s original site. AVG says the site is a threat so I Just wanted to copy the guide directly to GameFAQs; as well as cleaning it up and adding the video link. - Hobojoe44 (hobo_joe44@hotmail.com) 1 Welcome To Punchbowl Hippo Heads - 7 2 Bleeding Ground Hippo Heads - 6 3 The Slammer Hippo Heads - 2 4 Cop Rock Hippo Heads - 0 5 Painting the Town Red Hippo Heads - 4 6 Punchbowl Maul Hippo Heads - 4 7 Fall of the House of Otis Hippo Heads - 10 8 When the Zombie Breaks Hippo Heads - 5 9 The Sacking of Punchbowl Hippo Heads - 2 10 The Doctor Will See You Now Hippo Heads - 7 11 Paved With Good Intentions Hippo Heads - 5 12 The Ghoul of Your Dreams Hippo Heads - 1 “If you've played the hilarious game Stubbs the Zombie you've probably found some of the many "Hippo Heads" that Wideload has sprinkled throughout the game. You also probably figured out very quickly that they were little bookmarks that trigger in game developer commentaries reflecting on that specific area and the game in general. The purpose of this guide is to provide clear, detailed locations for the 53 known Hippo Heads in the game. 2006.01.24 - James Stenander wins the Hippo Headhunter Gold Class award for finding the last missing Hippo Head in Level 7 - The Fall of the House of Otis, (head # 2), and completing our guide! Thanks James! The UnOfficial Stubbs the Zombie Hippo Head Guide ----------- 1 Welcome To Punchbowl Hippo Heads - 7 1) Punchbowl Plaza: From the spawn point in front of the Savings & Loan, go to the right down the middle of the street to the tall structure/sculpture in the center. Hop up on the base and follow it around to the other side for a Hippo Head. 2) Punchbowl Plaza: From the Savings & Loan go left down the sidewalk to Mitch's Hovercars. In front of the last door on the left is a Hippo Head. 3) Town Square Left: From the spawn point in front of the gates go to your left, (clockwise), until you see the white wooden barricade blocking off the street. Go to your right down the steps and just past the handrail until you can jump up to your left into an upper grassy area and making your way around the barricade and going back towards the building and finally to the sidewalk on the outer perimeter. Follow the sidewalk clockwise to the 4th set of double doorways for the Hippo Head. 4) Continue along the outer sidewalk. You'll pass another street veering off to the left that is also barricaded, 3 street lamps and then 3 little alcoves on your left. In the 4th one is a Hippo Head. Now back to the entrance for your next 2 Hippo Heads. 5) Central Town Square Right: We're doing the exact same thing from the entrance except in the opposite direction, following the outer perimeter sidewalk counter clockwise this time. Again in front of the 4th set of double doorways is a Hippo Head. 6) Continue past a barricaded street, (this time on your right), past only 2 street lamps and there in front of the 2nd set of double doors in this area is another Hippo Head. 7) Just past this is the entrance to the Monorail. Don't go in just yet. Getting anywhere near the Monorail entrance triggers the cutscene and the end of the level. Instead cross the street to the grassy area and follow it to your right passing the Monorail entrance and 2 more sets of double doors. In the last little alcove set into the building on your right is the Hippo Head ----------- 2 Bleeding Ground Hippo Heads - 6 1) Greenhouse Dome area 1: From spawn point: Directly in front of you to your left is a landscape pod. Follow around its base clockwise & climb up the hill to the fence on your right when you can. In a little niche is the Hippo Head. 2) Greenhouse Control Room: Enter the room. On the lower level to your right you'll see 2 Fixit Bots in front of 2 computer banks/control panels. Hippo Head is on top of the one on the right. Go up the ramp to your right and hop the rail to your left for your Hippo Head. Now go to the opposite end of the room, hit the big red button and return to Greenhouse area 1 for morefighting and then proceed to.... Notes: The big red button you hit unlocks 2 new areas in the previous greenhouse area: 1. (Counter clockwise to your right) A long garage door type entrance which opens vertically. 2. (Clockwise to your left) A double sliding door marked with yellow & black & 1109 over the top. 3) Garage Door: Approach, enter & look in the left front corner for your Hippo Head. 4) Door 1109 - Greenhouse Tunnels 1: From spawn point: turn right & go all the way down the tunnel to the room with the Fixit Bot. Just to your left is the Hippo Head. Behind you is an arrow on the floor that says "Gift Shop" follow it to… Greenhouse Dome Area 2: No Hippo Heads. Enjoy your new Gut Grenades, move on to Greenhouse Tunnels 2. Greenhouse Tunnels 2: No Hippo Heads. Tunnel forward only leads to room with a Fixit Bot. Follow tunnels to the right to Greenhouse Dome Area 3 Greenhouse Dome Area 3: No Hippo Heads. Circular area, exit on the opposite side to the left. 5) Greenhouse Tunnels 3: In room # 3 on your left, can't miss this Hippo Head. Follow tunnels and a cutscene will take you to a clear tunnel. There is one more area behind you to explore but there's nothing there. If you turn around and backtrack to the room behind you with the "Gift Shop" arrow on the floor, turn right & follow past the Fixit Bot you come to one more empty room. Anyway, you can hang out in the tube & cops will shoot at you but the tube's bullet proof. Greenhouse Dome area 4: No Hippo Heads. 6) Greenhouse Tunnels 4: Follow the tunnel. When you come to the next"Gift Shop" arrow on the floor you should see a Fixit Bot in the room in front of you. Go get your Hippo Head then follow the tunnels to the Gift Shop for a cutscene. ----------- 3 The Slammer Hippo Heads - 2 1) Line-up Room: Exit the line-up room, take2 rights into the Witness Room, (other side of the glass in the Line-up room), in the corner on the right is your Hippo Head Stubbs' Capture & Rescue: No Hippo Heads. As you continue your killing spree you'll notice double door entrances on your left with big gold stars on them that you can't access, be patient. When you get to the next save point a cutscene triggers with the Chief telling all cops that you're in the station & for them to waste you. All those double door entrances are now open to you. Eventually you get a cutscene & wind up strapped to a table in a lab. Once free from the lab you'll enter a control room connecting to the detention hallway, (9 cells on the left, 6 on the right). Two big red buttons on either side of the detention hallway open all the cells. 2) Detention Area Hallway: Cell # 6 on left side of hallway to the left of the red release button, here's your Hippo Head. Finish this area and head through the double doors at the end of the hallway for the "Gauntlet". The Gauntlet: No Hippo Heads. The Gauntlet is a long series of hallways & rooms full of enemies, cops & riot cops. Best off to use your hand here& recruit them to do your dirty work for you. What a royal bleeding mess of rooms & hallways to search! ZERO Hippo Heads! ----------- 4 Cop Rock Hippo Heads - 0 Dance Off: Minigame Dance off. Colors flashing around the dance circle indicatewhat keys to hit on your controller. Complete with a perfect score and unlock the bonus sequence, "Maggie's Melons" song, (Lyrics and video link at bottom of this FAQ) ----------- 5 Painting the Town Red Hippo Heads - 4 1) Parking Garage Top Level: Fight your way to the top level of the parking garage but don't take the exit on your left by the GuideBot just yet. Instead continue forward to the little alcove on the right of the exit. In front of the elevator doors floating chest high in the air is a Hippo Head. After the GuideBot you'll get your Bowling Head ability and cross a bridge with cops & riot cops and enter the Garage Upper Lobby. Garage Upper Lobby: No Hippo Heads. Enter the Garage Upper lobby and take the elevator down. Follow the hallway to the Garage Lower Lobby. 2) Garage Lower Lobby: You enter the Lower Lobby in a corner on its upper level walkway. In the middle of the room below is a round fountain with 2 rectangular fountains on either side. On the lower level in the exact opposite corner of this room behind the far stairway landing is a Hippo Head. Exit to the exterior in front of Wings Luggage Outlet. 3) 2 in 1 Multiplex: Go to your right across a small plaza towards Woody's House of Wax, (Monday's Department Store is on your left), turn right & proceed up the ramp with 5 large planters in the middle towards the 2 in 1 Multiplex. To the right is a tunnel which curves around left and leads to a Hippo Head. (Hint: On the sidewalk in front of the Multiplex to hear some funny movie previews). Follow the street past: Mr. Suit, Skinner & Van Pelt Furriers, Stretchies Big & Tall around to where you see Philbert's great big curved red & white flashing neon arrow sign on your right. Here you have 2 choices. Level Exit: There are 2 ways to reach the end of this level and get your Hippo Head. 1. Promenade Enter the doorway under this sign and follow the area to an elevator, (its linear), and take the elevator down. Exit the hallway and when you see the red double doors look to your left or... 4) 2. Streets follow the street around to the left just past Cutlets & Such where you'll take the alley with the cop car in it on the right. Follow the alley to the exit area where you'll see 2 trucks and a few cops, (the exit is between and in front of the trucks). When the last cop in this area dies it triggers the end of the level. Follow the alley past this exit area and take 2 right turns. There at the end of the alley to the left is the Hippo Head. ----------- 6 Punchbowl Maul Hippo Heads - 4 Storage Room: You spawn into a small storage room with two of the Quaker State Irregulars. Zombify them & exit this room to the Punchbowl Mall exterior. Notes: This map is simply one big, fat, short "U" shaped area. From the spawn point follow the street in either direction until it dead ends into whatlooks like a wide, closed garage door for two of the Hippo Heads. 1) Mall Exterior Left : Facing the Punchbowl Mall entrance turn left and follow the street all the way down and around to your right to the dead end for your Hippo Head. 2) Mall Exterior Right: Facing the Punchbowl Mall entrance, turn right and follow the street all the way around to your left the dead end for your Hippo Head. 3) Mall Interior Level 1: From the Punchbowl Entrance, (spawn point), go forward to the inner structurewith a park bench on your left and the UP escalator on your right. Follow the inner structure right, (counter clockwise), and in the first little niche on your left is your Hippo Head. Mall Interior Level 2: No Hippo Heads. 4) Mall Interior Level 3: OK, I'm pretty proud of finding this one 'cause it's hidden in a crate! In The Musk Ox on the outer ring, enter the store and go behind the counter on your right.See the crate? See the tip of the Hippo Head snout just barely clipping outside of the crate! Yeah, I rock! Mall Interior Level 4: No Hippo Head, just a boss battle with "Chainsaw Jumbo???" ----------- 7 Fall of the House of Otis Hippo Heads - 10 1) Cornfield #1: From spawn point, first cornfield on left in front of scarecrow is the Hippo Head. 2) Cornfield #2: From spawn point, first cornfield on the right, directly off the scarecrow'sleft hand, well hidden in the 6th row of corn is the Hippo Head. 3) Cornfield #3: From spawn point, 3rd cornfield, 3rd scarecrow on right in front of scarecrow is the Hippo Head. Exit this area via a dirt trench between some hills. 4) Cornfield #4: In the next open area is Cornfield #4 and to your far left is a scarecrow. To the scarecrow's front right is the Hippo Head. 5) Cornfield #6: Behind the Sheep pen is Cornfield #6. Near the scarecrow, hidden in the 5th row of corn from the very back is a Hippo Head. When this area is completely zombified go into the far back, left corner of the fence behind the trees to the left of the house. Approach the lone Sheep for a little Easter Egg. Follow along the fence to the Impala & take it for a joy ride down the dirt road with the hilly area on the right. 6) Back Pasture: When you enter the next open area you'll see some hay bundles in front to your right. Follow the wooden fence to your left all the way to the back, left corner of this area for a Hippo Head. 7) Red Barn: Enter the red barn via the stairs on the side, (only way in as Stubbs). Go forward on the upper left walkway all the way to the far left corner. Behind several hay bails is a Hippo Head. 8) Grain Silo: Trigger the Pattonesque "Brains" speech to open the barn door with the American flag. In front of you is the Farmhouse and to your left is a tall, round Grain Silo. Inside its top windows is a Sniper. Launch the hand, climb up to the window and possess him. Inside this small narrow area is a Hippo Head. 9) Farmhouse Interior 1st Floor: In the fireplace just before stairs, you may need to crouch to reach this Hippo Head. 10) Farmhouse Interior 2nd Floor: Just before you enter the round open balconyarea in the middle of the house look inside the small closet like space at the end of this room for the Hippo Head. ----------- 8 When the Zombie Breaks Hippo Heads - 5 1) Treatment Plant Lobby: From spawn point, follow room clockwise. Near two Fixit Bots by computers in corner is the Hippo Head. Now follow the hallway with pipes on the walls to Rm. 2. 2) Boiler Room 1: Enter, turn right, go all the way into the corner with the control panel and the Fixit Bots for a Hippo Head. 3) Boiler Room 2: From entrance directly across the room in the left hand corner is a Hippo Head. Water Treatment Vats 1: No known Hippo Heads. When you enter there is a Fixit Bot and 3 control panels on your immediate right. Use all 3 control panels. This shuts off the fresh air vents on the far wall allowing the air in here to turn toxic to humans. It will also kill anyone you possess, only zombies & bots are immune. When done stay put. Water Treatment Vats 2: No known Hippo Heads. This next room is a total breeze if you use your head…uh, I mean your hand. Park Stubbs in a safe place in Water Treatment Vats 1 & let your zombie buddies move ahead & keep everybody busy while you throw your hand. Send that creepy little bastard into Water Treatment Vats 2 up high on the left wall to the opposite end of the room where you find... 3 more control panels! Throw all 3 switches shutting off the fresh air vents and zombify the whole room in one sweet move! Take the elevator to the right of the 3 control panels up to the next area. Control Room 1: No Hippo Heads. Exit the elevator, enjoy the cutscene, eat the brains and make your way to Zombie Observation. Zombie Observation: No Hippo Heads. Break the glass, free the zombies & make your way to the nextcontrol room. Control Room 2: (10 big pipes coming out of the floor) Use the ramps on either side to reach the upper area and access the only control panel which causes an explosion breaking the glass. 4) Control Room 3: Either jump through the newly broken window, jump/crouch to get past the pipes and drop down to your immediate right for your Hippo Head. Use the nearby control panel to unlock the exit. 5) Water Supply Treatment Basin: All the world is your urinal! But WAIT! Before you start whizzing do the following: Turn around to your right & run back across the catwalk to the building you came from in the cutscene. Don't go left into the entrance, instead go right to what looks like a dead end catwalk, keep running... hey what's that waaayyy down at the end? It's your Hippo Head. Notes: Jumping in this area will likely get you blown off the platform and to your death by a Gravity Rifle. Falling into the inner tank, (where you'll be whizzing), is safe. You just slide down a drain pipe to a lower area with 2 ramps leading back up top. Hint: jumping in here is a great way to bail out & get safe if your health gets dangerously low. Now take poor old Stubbs out to the rails in the central area for a long overdue whiz. Upper Dam Bridge: No Hippo Heads. Make your way across the upper dam or bridge & take the elevator down. Punchbowl Power Plant: No Hippo Heads. Activate 3 generators & proceed to exit. Lower Dam Breaker Terminals: No Hippo Heads. The Rancid Baptism of Punchbowl. I swear I searched this entire area on foot, by hand and even with a possessed Barbershop Security Guard and found ZERO Hippo Heads. ----------- 9 The Sacking of Punchbowl Hippo Heads - 2 1) Punchbowl Crafts: From spawn point get up & follow street left past giant foot with red shoe in the middle of the street, through gap in middle of yellow & black marked barricade, past cop car on your right, (this is the Punchbowl Crafts building) & follow the sidewalk past the store to a little niche in the wall on your right for a Hippo Head there. Now follow the street to the Diner for some good music & a great meal on the house! Be sure to check out the menu on the wall behind the counter! 2) Minefield Streets 1: Exit Spanky's Diner & watch out for those mines. Across the street to your right is a wrecked cop car, just to the right and behind it is a little narrow alley with a Hippo Head. Follow the alley, (avoiding the first set of land mines), and continue the battle until you come to a large corrugated metal barrier you have to break down. Possessing a Rocket Launcher soldier works great here. You can also ram it repeatedly with the jeep or just beat it down with your zombie buddies. Now break into the Punchbowl Library and move onto the next area. Minefield Streets 2: No known Hippo Heads. A great area to practice possessions before you finally break down the barrier. ----------- 10 The Doctor Will See You Now Hippo Heads - 7 Trivia: What's that big sculpture in the middle of the lobby? It's a model of a Methane atom. 1) & 2) Lab Lobby: On the upper walkway on each far end is a door which will open when you approach. Inside these rooms are Hippo Head #1 and Hippo Head #2. Go back downstairs & proceed to the UP escalator. Lab 2nd Floor: No known Hippo Heads. Clear the area and head up to the escalatorto the 3rd Floor. 3) Lab 3rd Floor: When you get off the escalator walk forward to the first door on your left. Inside the bathroom to the left of the doorway is a Hippo Head. Take the escalator to the 4th floor. Lab 4th Floor: No known Hippo Heads. Use the control panel in the last room & take the elevator to the 5th floor. Lab 5th Floor: No known Hippo Heads. Clear the area and take the escalator to the 6th Floor. 4) Lab 6th Floor: You enter the first room with a surrounding walkway and an opening into the level below. (Hint: Possess a Head Scientist with a Gravity Rifle and wipe out the six Fixit Bots in this room first.) Go left through the sliding bars/door and forward through the first room & into the next one with the big red button on the far wall, (opens the exit and activates the Fixit Bots, (who will attack you),in the previous room). Just inside the doorway to your left is your Hippo Head. Follow this level, (its linear), and take the escalator to the 7th floor. 5) Lab 7th Floor: Go through the first small room & exit through the opposite door into the hallway. A few steps down on your right is a small control panel against the right wall, (looks like an old arcade video game). Down near the floor to its left is a small open vent. Send in your Hand and followthe air duct which leads to a small Hidden Room with one Scientist. In the corner your immediate right is a Hippo Head. On the far wall is a big red button which activates one of those aggressive Fixit Bots near the exit escalator. In the ceiling of this room is another open vent with ductwork leading to the hallway with the escalator to the 8th floor. 6) Lab 8th Floor: In the final room there is a big round green Teleportation Pad in the center of the floor, stay away from it for now. In the corner of the room opposite of where you came in is another door; behind it is a Hippo Head. Once this area is clear step onto the Pad to be teleported to Dr. Wye's Private Lab. 7) Dr. Wye's Private Lab: Get this Hippo Head before you tear into Dr. Wye because beating him ends the level. This is a big round room with an outer ring hallway and just inside an inner ring hallwaywith elevators. Remember the green arrowed escalator walkways? Walk around the inner ring and look for the green arrow escalator deals only now they're on the walls. Follow this inner ring in a clockwise direction & you'll eventually find one that works. Once on the upper level continue clockwise jumping gaps when you need & you'll find the Hippo Head. ----------- 11 Paved With Good Intentions Hippo Heads - 5 1) Combat Area 1 : From spawn point: Follow sidewalk on left side of street, turn left when you come to a fire hydrant and go all the way into the back, left corner to a small alcove for the Hippo Head. Proceed to exit 2) Combat Area 2: Go up ramp & jump out window down to the next battle area. Follow the right sidewalk all the way down until you can turn diagonally to the right, (near the Army tent in the middle of the street). A few steps down to your right is the Hippo Head. Proceed to green objective. 3) Combat Area 3: From spawn point: proceed out through twin doorways and go left down the sidewalk 1, 2, 3 openings to the TEEVEE TEEPEE truck. To your left near the sandbags is your Hippo Head. Clear the level, proceed to the exit, up the ramp, out the window and back into... 4) Punchbowl Plaza: Go to your right and look across the street. Heyyy? That's Mitch's Hovercars! Welcome back! Remember where we found that very first Hippo Head on the base of the sculpture? In the exact same spot is a brand new Hippo Head. New commentary and everything. Now go get your goodies at Pistil Pete's Flowers & Gifts. Once the area is clear proceed to the exit which takes us into Central Town Square via a previously closed off street. 5) Central Town Square: From the spawn point: Follow the hallway out into an alley and then left when you reach the street. Left again at the first intersection and continue along the sidewalk to your left past 3 awnings each with 2 sets of double doorways beneath them. Next on your left are 2 inset areas each with 2 pairs of double doors. The second has the last Hippo Head in it. ----------- 12 The Ghoul of Your Dreams Hippo Heads - 1 1) City Hall Interior: You spawn in to a small hallway with only one exit. Move forward into the central lobby with a statue of Andrew Monday in the middle. There are two wings leading off it, one left & one right, go right. On the left side of this wing,just past a sandbag barricade are two doors to a bathroom,take the second one. Inside to your right just past the water cooler is the Hippo Head. The rest of this area is just an uphill fight leading to the final Boss Battle with Andrew Monday and the awesome ending cutscenes. Enjoy! Maggie's Melons Video is here of the song http://www.gamespot.com/xbox/action/rebelwithoutapulse/ video/6136337/stubbs-the-zombie-in-rebel-without-a- pulse-gameplay-movie-10 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 if you won't spit my seed Oh Maggie won't you heave a couple melons my way! Know something I don't? Found an error or omission in the guide? Correct my spelling, grammar or terminology? Email me at: mr.pottymouth@bitwerkz.com“ -Happy Hunting!