SPOILER : After giving little Katey a shot of Zombrex, Chuck listens to a TV news report that’s actually coming from inside Fortune City.
The reporter, Rebecca Chang, has a tape that proves the zombie outbreak was an intentional act of terrorism, and says she has a source that identifies the perpetrator as Chuck Greene.
SPOILER : Unable to believe his ears, Chuck becomes outraged—he knows he’s innocent and must take action to clear his name. He’ll have to work fast; all evidence of the true nature of this horrific tragedy will be lost when the military arrives three days from now.
Chuck’s next objective: Visit Fortune City Hotel and question the reporter to learn more about her source and the doctored video tape.
His only friend in this matter, Stacey, doesn’t know what to believe—but she agrees to assist Chuck by keeping an eye on things from the Safe House as best she can.
Watching Rebecca Chang’s news story is all it takes to complete Case 1-1. To clear Case 1-2, you’ll need to visit Fortune City Hotel, which is now marked on your map.
Speak to Sullivan on your way out of the Safe House; he’ll give you a special key that allows you to enter and make use of the many maintenance rooms around Fortune City. We’ll get to those in a moment.
MORE MESSAGES
Shortly after exiting the Safe House, Chuck receives a call from Stacey, who informs him of a few optional tasks he can explore. As luck would have it, these side missions can be accomplished on the way to Fortune City Hotel.
Set your guide arrow to the “Lost...” mission and follow it toward your destination.
HIGH MAINTANCE
Before getting very far, Chuck notices a maintenance room and steps inside. Spying a baseball bat and box of nails, Chuck ingeniously decides to combine the two into a powerful combo-weapon: the spiked bat!
You automatically receive the spiked bat’s combo card at this point.
Grab the baseball bat inside the maintenance room and place it on the workbench. Do the same with the box of nails on the shelf and Chuck automatically combines the two items into the spiked bat combo-weapon. Now you’re getting into the swing of things!
BATTER UP
Exit the maintenance room and put your newfound combo weapon to use against the zombies in the hall. Notice that each zombie you kill with the spiked bat earns you 50 PP—this quickly adds up.
Try holding the Attack button to execute the spiked bat’s satisfying heavy attack for a guaranteed single-zombie kill that nets you 200 PP. Good stuff!