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The cardboard box is a weapon in Dead Rising 2, Dead Rising 2: Case Zero, Dead Rising 2: Case West, and Dead Rising 2: Off the Record. It almost always contains items, ranging from snacks and handbags, to chef knives and even handguns.

Like their Dead Rising counterparts, these boxes can be opened (using weapons, jumping on them, or throwing them) to reveal an item inside. Cardboard boxes are simply containers, and break after being thrown, like garbage cans and garbage bags.

The contents of a cardboard box depend largely on where the box is found. For example, a cardboard box found in maintenance rooms will generate mostly hardware items, like saw blades or boxes of nails. Likewise, a box found in a restaurant will be more likely to contain food items, like snacks.


Dead rising cardboard box main.png
  • Main: Tap X button/Square button to swing the box horizontally across Chuck's waist.

Dead rising cardboard box combo.png
  • Combo: Quickly tap X button/Square button again to perform a second swing.


Case Zero[]

Dead Rising 2[]

Item which appears when a weapon is broken[]

All of the items which can appear when a weapon is broken are found in the spreadsheet data/datafile.big/breakable.csv.

The item which appears when the cardboard box is broken depends on what number the item is assigned when placed in the area files.[1][2]

The numbers appear to be off by one. For example, the 31 large planters is 55, yet these planters spawn scissors and handguns, which is listed as 56 and is called LD_LargePlanter.


  • This item is destroyed when thrown.[7]
Dead rising 2 case 0 cardboard box next to fire stairs.png
Dead rising 2 case 0 cardboard box next to fire stairs (2).png
  • Chuck can jump on boxes to open them.




Dead rising 2 cardboard box


  1. All of these items which can appear when a weapon is broken are found in the spreadsheet data/datafile.big/breakable.csv. When the game designers placed an item, they usually added a SpawnPropFromCategory line to that item with a number. This number corresponds to a column in data/datafile.big/breakable.csv. For example:

    cItemPlacement Garbage
    ItemName= "GarbageCan_4"
    Location= "-357.314,-5.228,-56.598"
    Rotation= "-0.001,-0.316,0.000,0.949"
    SpawnPropFromCategory= "62"

    From #62 here, which is from data/datafile.big/breakable.csv you can see that the broken GarbageCan_4 will create either:

    1. Snack
    2. Spoiled Hot Dog
    3. Spray Paint
    4. Box of Nails
  2. Ten weapons have a positive default number in items.txt listed under SpawnPropFromCategoryByDefault. This means that when one of these 10 weapons are placed in an area with no SpawnPropFromCategory line, items will still appear when the weapon is broken. Both the handbag and the treasure chest do not have a default number, so when these items are placed with no SpawnPropFromCategory line, no item will appear when the handbag and treasure chest is broken.
  3. Since there is no column 0 in data/datafile.big/breakable.csv, these items by default do not spawn anything.
  4. TrainThrowGarbageCan, TrainThrowGarbage Bag, and TrainThrowBin.
  5. Confusingly, the 1 default category is called Garbage_Bag, even though the default category for garbage bags is 0.
  6. GarbageCan_1, GarbageCan_2, GarbageCan_3, GarbageCan_4, CardboardBox, PlasticBin
  7. In items.txt, this item has the line DestroyOnThrownImpact= "true". See Mod:List of items.