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Dead Rising 2 eGuide
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Contents

  • Gameplay
    • Brain Food
      • Time to Kill
      • Zombrex
      • Survivors
      • Combat
      • Co-op Action
      • Menus and Interface
    • Skills, Weapons, and Combos
      • Skill Moves
      • Weapons
      • Combo Weapons and Cards
    • Unearthing Fortune City
      • Points of Interest
      • Safe House
      • Americana Casino
      • Atlantica Casino
      • Food Court
      • Fortune City Arena
      • Fortune City Hotel
      • Fortune Park
      • Palisades Mall
      • Platinum Strip
      • Royal Flush Plaza
      • Silver Strip
      • Slot Ranch Casino
      • South Plaza
      • Yucatan Casino
      • Underground
    • Appendix
      • Case Files
      • Side Missions
      • Achievements and Trophies
      • Locations
      • Juice Drinks
  • Walkthrough
    • Terror is Reality
      • Terror is Reality
      • Finding Katey
      • Great Escape
      • Find Katey Zombrex
      • Leaving the Safe House
      • Royal Flush Plaza
      • Booting Looters
      • Escort Mission
      • Great Explorations
      • Test of Strength
      • Gifts for Katey
      • Give Katey Zombrex
    • Case 1-1: Big News
      • Case 1-1: Big News
      • Side Mission: Happily Ever After Sort Of
      • Super Juice
      • Side Mission: Lost
      • Side Mission: One Man's Trash
      • Case 1-2: Alive on Location
      • Case 1-3: Insecurity
      • Gearing Up
      • Side Mission: Worker's Compensation
      • Side Mission: Lush-ious Lady
      • Case 1-4: Alliance
      • Killing Time
      • Optional Psycho: Ted and Snowflake
    • Case 2-1: Sign of Life
      • Case 2-1: Sign of Life
      • Side Mission: Barn Burner
      • Ticket to Ride
      • Find Katey Zombrex: Day 2
      • Give Katey Zombrex: Day 2
    • Case 3-1
      • Case 3-1
      • Back to Business
      • Killing Time: Part 3
    • Case 4-1: The Source
      • Case 4-1: The Source
      • Find Katey Zombrex: Day 3
      • Side Mission: Janus Survivor
      • Give Katey Zombrex: Day 3
      • Side Mission: High Rollers
      • Side Mission: Bank Run
    • Case 5-1: Stake Out
      • Case 5-1: Stake Out
      • Side Mission: Militia Men
      • Case 5-2: The Getaway
      • Find Katey Zombrex: Day 4
      • Side Mission: One Hit Wonder
      • Give Katey Zombrex: Day 4
    • Case 6-1: Help Arrives
      • Case 6-1: Help Arrives
      • Case 6-2: Last Stand
      • Case 6-3: Lean On Me
      • Case 6-4: Breach
    • Case 7-1: Bad to Worse
      • Case 7-1: Bad to Worse
      • Case 7-2: The Only Lead
      • Case 7-3: What Lies Beneath
      • To Kill a Cretin
      • Overtime
  • Multiplayer
    • Terror is Reality
      • General Strategies
      • TIR Events
      • Grand Finale: Slicecycles

Dead Rising 2 Guide › Walkthrough › Case 1-1: Big News

Case 1-1: Big News

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.

Note

Combo cards can be acquired in a variety of ways, and each one tells you how to merge two regular weapons into a unique and lethal combo weapon.

You don’t need combo cards to make combo weapons, but you earn extra PP when using combo weapons whose cards you own.

In addition, owning a combo card allows you to use that weapon’s heavy attack (if applicable)—do this by holding down the Attack button as you would with any regular weapon.

This walkthrough will help you nab every hidden combo card as you work at rescuing survivors and clearing Chuck’s name.

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!

Tip

With its super-fast attacks, lethal power, and respectable durability, the spiked bat is one of the most practical combo weapons in the game.

Build one every time you pass by this maintenance room, which you’ll do often as you move to and from the Safe House.

Tip

Inspect the storage room across the hall from the maintenance room to acquire another box of nails, which you can combine with the baseball bat at the foot of the stairs you passed a moment ago.

This gives you the makings for two spiked bats in one convenient place; make sure Chuck always carries two of these excellent combo weapons.

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