Combo Weapons
From Dead Rising Wiki
| Combo Weapons | |
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| Dead Rising 2 Weapons |
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- "You created a combo weapon. Now, introduce it to the nearest zombie" —"Needs More Chainsaw" achievement description
Combo weapons are weapons that are made from a combination of two or more weapons in Maintenance Rooms. In Case Zero, Dead Rising 2, Case West, and Dead Rising 2: Off the Record. Chuck Greene and Frank West (Case West and Off the Record only) can discover how to make combo weapons through Combo cards which tell them how to make certain combo weapons. Combo Cards are most commonly acquired by leveling up, they identify how to make the weapon, unlock special more damaging attacks, and give Chuck more prestige points when killing zombies.
These cards can also be obtained by examining various posters around Fortune City, rescuing survivors, defeating psychopaths and by purchasing them with money. Some combo weapons can be purchased from pawnshops and from other survivors.
Combo weapons can also be created by trial and error. When a combo weapon is created without first acquiring a combo card, a scratch card is obtained instead. This will record how the weapon is made. However, a combo weapon created without a combo card cannot perform its alternative (heavy) attack and gains less prestige points from killing zombies.
Contents |
[edit] List of Combo Weapons
[edit] Dead Rising 2
| Weapon | Weapon one | Weapon two | Lasts Damage Prestige Points | Primary | Alternate | Found | |||
|---|---|---|---|---|---|---|---|---|---|
| Air Horn | Pylon | Spray Paint | Lasts:10 Damage:0 Primary: 250 PP Alternate: N/A | Blast the air horn to pop zombie heads | By leveling up (05th card received) | ||||
| Auger | Drill Motor | Pitchfork | Lasts:50 Damage:4 Primary: 150 PP Alternate: Zombie stab - 250 PP Zombie killed with stabbed zombie - 75 PP[Verification needed] | Horizontal sweeping motion with the Auger | Stab a zombie and pick it up, using it's flailing body as a weapon. | By leveling up (28th card received) | |||
| Beer Hat | Beer | Construction Hat | Lasts:10 Damage:Heals two blocks of Chuck's health per sip Primary: 50 PP Alternate: N/A | Wearable head piece that lets Chuck drink to gain health. Three drinks close together makes Chuck vomit. | By leveling up (14th card received) | ||||
| Blambow | Bow and Arrow | Dynamite | Lasts:10 Damage:5 Primary: 50 PP Alternate: N/A | Fire a single arrow with two sticks of dynamite attached. | Food Court by examining a Revenginator 7 movie poster on the outside of Cucina Donnacci's Southern Wall, near the ATM. | ||||
| Blazing Aces | Tennis Racquet | Tiki Torch | Lasts:40 Damage:3 Primary: 250 PP Alternate: N/A | Hits flaming tennis balls into zombies, lighting them on fire and bouncing off to ignite other nearby zombies. | Rescuing Left Hand Lance during the mission Tape It Or Die 2 | ||||
| Blitzkrieg | Merc Assault Rifle | Electric Chair | Lasts:250 Damage:5 Primary: 50 PP Alternate: N/A | Drivable wheelchair with mounted guns. High damage output with low mobility. | By leveling up (34th card received) | ||||
| Boomstick | Pitchfork | Shotgun | Lasts:30 Damage:5 Primary: 100 PP Alternate: 1,250 PP per kill[2] | Stab a zombie with the pitchfork and fire, killing any zombies that are behind the blast. | By leveling up (27th card received) | ||||
| Burning Skull | Bull Skull | Motor Oil | Lasts:50 Damage:4 Primary: 333 PP Alternate: N/A | Has 3 head-swing attacks. | Charge attack that can light zombies on fire. | Purchasing all fortunes ($1,200,000 total) offered by the fortune teller outside of One Little Duck Bingo. | |||
| Defiler | Fire Axe | Sledge Hammer | Lasts:60 Damage:5 Primary: 125 PP Alternate: 175 PP | Chuck will do an upward swing and two horizontal swings by tapping | By leveling up (17th card received) | ||||
| Drill Bucket | Bucket | Power Drill | Lasts:10 Damage:5 Primary: 250 PP Alternate: N/A | Slam the bucket down on a nearby zombie's skull. The drills will rev up, shredding the zombie's skull. | By leveling (1st card) | ||||
| Driller | Power Drill | Spear | Lasts:40 Damage:4 Primary: 100 PP Alternate: 150 PP | Chuck will stab a zombie instantly killing it with an undercut stab. | Chuck will drill the spear through the face or chest of the zombie with an uppercut stab. | By leveling up (16th card received) | |||
| Dynameat | Dynamite | Hunk Of Meat | Lasts:10 Damage:5 Primary: 500 PP (250 PP Off the Record)[6] Alternate: N/A | Lure weapon that explodes when a zombie picks it up. Can also be shoved into a zombie’s mouth for more precise detonation. | Hold | By leveling up (24th card received) | |||
| Electric Chair | Battery | Wheelchair | Lasts:60 Damage:5 Primary: 100 PP Alternate: N/A | Push forward to roll the wheelchair around and electrocute zombies. |
| By leveling up (10th card received) | |||
| Electric Rake | Battery | Leaf Rake | Lasts:50 Damage:5 Primary: 250 PP Alternate: N/A | Thrust attack that zaps a zombie with a powerful charge of electricity. The attack can arc to other nearby zombies. | By leveling up (25th card received) | ||||
| Exsanguinator | Saw Blade | Vacuum Cleaner | Lasts:40 Damage:5 Primary: 125 PP Alternate: 250 PP | 2 thrust attacks which slice up zombies | Pick up zombie above Chuck's head and grinds the zombie up. | Rescuing Wallace Hertzog during the mission Tape It Or Die 2 | |||
| Fire Spitter | Toy Spitball Gun | Tiki Torch | Lasts:40 Damage:4 Primary: 200 PP Alternate: N/A | Flaming spitballs, like golf balls driven by the golf club, ricochet from one zombie to the next, usually two or three times, igniting each zombie they hit.[8] | By leveling up (13th card received) | ||||
| Flamethrower | Gasoline Canister | Water Gun | Lasts:30 Damage:5 Primary: 25 PP Alternate: N/A | Spray weapon that quickly lights zombies on fire. | Defeating Slappy in Everyone Knows Slappy | ||||
| Flaming Gloves | Boxing Gloves | Motor Oil | Lasts:20 Damage:5 Primary: 100 PP Alternate: 150 PP | Chuck will do a 4-hit combo, |
| By leveling up (11th card received) | |||
| Fountain Lizard | Fountain Firework | Lizard Mask | Lasts:3 Damage:0 Primary: 50 PP Alternate: N/A | Put on a zombie’s head to lure all nearby zombies for an extended period of time. | By leveling up (07th card received) | ||||
| Freedom Bear | Robot Bear | LMG | Lasts:400 Damage:5 Primary: 150 PP Alternate: N/A | In front of the men's restroom in the Yucatan Casino. It is a poster with a man wearing a bear suit and carrying a machine gun. | |||||
| Freezer Bomb | Dynamite | Fire Extinguisher | Lasts:20 Damage:0 Primary: 250 PP, 25 PP - Zombies killed in explosion[10] Alternate: N/A | By leveling up (19th card received) | |||||
| Gem Blower | Gems | Leaf Blower | Lasts:50 Damage:4 Primary: 75 PP Alternate: N/A | By leveling up (06th card received) | |||||
| Hacker | Computer Case | Flashlight | Lasts:40 Damage:3 Primary: 50 PP Alternate: N/A | By leveling up (08th card received) | |||||
| Hail Mary | Football | Grenade | Lasts:10 Damage:5 Primary: 250 PP Alternate: N/A | By leveling up (18th card received) | |||||
| Handy Chipper | Lawn Mower | Wheelchair | Lasts:60 Damage:4 Primary: 125 PP Alternate: N/A | By leveling up (23rd card received) | |||||
| Heliblade | Machete | Toy Helicopter | Lasts:50 Damage:4 Primary: 125 PP Alternate: N/A | By leveling up (12th card received) | |||||
| Holy Arms | Box of Nails | Training Sword | Lasts:60 Damage:4 Primary: 150 PP Alternate: 225 PP | Horizontal swing with his sword, before following up with 3 shield attacks. |
| Atlantica Casino, the card is hidden by the Pit Vikings poster near the Blackjack tables. | |||
| I.E.D. | Box of Nails | Propane Tank | Lasts:40 Damage:5 Primary: 100 per kill swing Alternate: 150 PP (per explosive blast), 50 per impale | Swings the nail-covered tank, bashing several zombies at once. |
| By leveling up (02nd card received) | |||
| Infernal Arms | Motor Oil | Training Sword | Lasts:60 Damage:4 Primary: 225 PP Alternate: N/A | By leveling up (29th card received) | |||||
| Knife Gloves | Boxing Gloves | Bowie Knife | Lasts:30 Damage:4 Primary: 150 PP Alternate: 150 PP | By leveling up (20th card received) | |||||
| Laser Sword (Dead Rising 2) | Flashlight | Gems | Lasts:40 Damage:5 Primary: 75 PP Alternate: 150 PP | Examining a "Laser Knight" poster at the back of the Paradise Platinum Screens.[12] | |||||
| Machine Gun Bike | Motorbike | LMG | Lasts:250[13] | ||||||
| Molotov | Newspaper | Whiskey | Lasts:20 Damage:4 Primary: 175 PP Alternate: N/A | Lob the Molotov into the nearest crowd of zombies. Any zombie caught in the initial fireball is lit aflame. | Throw: Hold | By leveling up (03rd card received) | |||
| Paddlesaw | Chainsaw | Paddle | Lasts:60 Damage:5 Primary: 125 PP Alternate: N/A | Sway each side of the paddle up and down, causing dismemberment to zombies on either side of Chuck. | Chuck will 'swim' through a group of zombies, paddling as if he were in a kayak. | Paddle Party Massacre movie poster in front of Slot Ranch Casino | |||
| Parablower | Leaf Blower | Parasol | Lasts:50 Damage:4 Primary: 150 PP Alternate: 225 PP | Lunge forward while at the same time revving the leaf-blower, spearing one zombie and knocking others to the ground. | Impale a zombie, then open the parasol, tearing the zombie apart. | By leveling up (26th card received) | |||
| Plate Launcher | Cement Saw | Plates | Lasts:50 Damage:3 Primary: 100 PP Alternate: N/A | Start the Plate Launcher's motor. Tap | Reward from the side mission Tape It Or Die | ||||
| Pole Weapon | Machete | Push Broom | Lasts:50 Damage:4 Primary: 50 PP Alternate: 75 PP | Single swing capable of dismembering and bisecting zombies. |
| By leveling up (04th card received) | |||
| Porta Mower | 2 x 4 | Lawn Mower | Lasts:35 Damage:4 Primary: 250 PP Alternate: 500 PP | Thrust attack | Chuck lifts the mower over his head and starts grinding up the zombie from its head to its toes | By leveling up (30th card received) | |||
| Power Guitar | Amplifier | Electric Guitar | Lasts:40 Damage:3 Primary: 150 PP Alternate: 150 PP | Knock down attack | Zombie’s head explode from the heavy metal | Rescuing Floyd Stone during the mission Rock Heroes | |||
| Ripper | Cement Saw | Saw Blade | Lasts:50 Damage:4 Primary: 50 PP Alternate: 75 PP | Tap | Swing the Ripper back and forth horizontally, bisecting a single zombie. | By leveling up (09th card received) | |||
| Roaring Thunder | Battery | Goblin Mask | Lasts:60 Damage:4 Primary: 150 PP Alternate: N/A | Put on a zombie’s head to electrocute it and shoot electrical arcs at other nearby zombies. | By leveling up (21st card received) | ||||
| Rocket Launcher | Lead Pipe | Rocket Fireworks | Lasts:75[15] Damage:4 Primary: 50 PP Alternate: N/A | Fire a Rocket Firework into a nearby zombie. | Launch fireworks in rapid succession. | ||||
| Slicecycle | Motorbike | Chainsaw | Lasts:250[13] | ||||||
| Snowball Cannon | Fire Extinguisher | Water Gun | Lasts:40 Damage:0 Primary: 200 PP Alternate: N/A | Gun that freezes zombies hit by the icy snowballs. | Second floor of Palisades Mall[17] | ||||
| Spear Launcher | Leaf Blower | Spear | Lasts:40[18] Damage:4 Primary: 150 PP Alternate: 500 PP | By leveling up (33rd card received) | |||||
| Spiked Bat | Baseball Bat | Box of Nails | Lasts:60[19] Damage:4 Primary: 25 PP - Bat Swing Alternate: 100 PP (Bat Impale - per kill) | Horizontal swing kills and/or knocks down several zombies at once. |
| Create the Spiked Bat using a maintenance room | |||
| Sticky Bomb | Lawn Dart | Dynamite | Lasts:5 Damage:5 Primary: 200 PP Alternate: N/A | Thrown explosive that targets a zombie’s head. Mimics the lawn dart’s throw attack. | By leveling up (15th card received) | ||||
| Super B.F.G. | Blast Frequency Gun | Amplifier | Lasts:15 Damage:5 Primary: 50 PP Alternate: N/A | Fires a blast that kills any zombies caught in it.[21] | By leveling up (31st card received) | ||||
| Super Slicer | Servbot Mask | Lawnmower | Lasts:80 Damage:5 Primary: 100 PP Alternate: 150 PP | Slicing-head weapon that has a headbutt attack | Charging attack which minces zombies | By leveling up (22nd card received) | |||
| Tenderizers | MMA Gloves | Box of Nails | Lasts:25 Damage:4 Primary: 50 PP Alternate: 125 PP | Chuck strikes with a quick jab. Third jab is a round house kick. | "Blood Round 4" poster (the Ultimate Fighting Championship (UFC) looking poster) in Royal Flush Plaza. [23] | ||||
| Tesla Ball | Battery | Bingo Ball Cage | Lasts:80 Damage:5 Primary: 175 PP Alternate: N/A | Swing attack electrocutes nearby zombies for a short period of time. | Thrown: Rolls while balls of electricity arc to nearby zombies. | By leveling up (32nd card received) | |||
| Wingman | Queen | Nectar | Primary: 250 PP Alternate: N/A | Open up the jar and release the Wingman. The Wingman will follow behind Chuck and will sting zombies, killing them. | This combo card is only received by combing the two items. It unlocks the secret achievement/trophy Tape It or DIE!. |
[edit] Dead Rising 2: Case West
[edit] Exclusive
These are the new weapon combos that can be found in Dead Rising 2: Case West. These weapons can all be use by either character but certain ones provide an effect exclusive to Frank or Chuck.
| Weapon | Weapon one | Weapon two | Lasts Damage Prestige Points | Primary | Alternate | Found | |||
|---|---|---|---|---|---|---|---|---|---|
| Impact Blaster | Impact Hammer | Blast Frequency Gun | Lasts:60 hits[25] Primary: Mega Punch - 100 PP[27] Alternate: Shockwave - 200 PP CHUCK ONLY | Powerful horizontal strike to instantly kill the zombie, along with hitting and knocking back any other zombies hit. The force of the hammer combined with the sonic boost of the BFG sends the target flying through the air. Hazard Units take about three hits to kill and will not go flying when hit, but they will be momentarily be stunned for a few seconds after being struck, giving the player enough time to land another attack before they can fully recover. | Chuck performs a vertical strike to the ground which sends out a massive shot wave to knock back, and kill all Zombies closest to the blast. Frank cannot use this attack. | By leveling up - Chuck's combo card | |||
| Laser Gun | Lightning Gun | Laser Sword | Lasts:20 Damage:5[28] Primary: 150 PP - Directly shot 100 PP - Killed by explosion[Verification needed][30] Alternate: N/A | Fires a powerful energy blast that will hit a zombie and explode after about 2 seconds. The explosion triggered from the blast also sends out a highly-concentrated, electrical shockwave that will kill any zombies within a 3-foot radius. It is extremely effective against Gas Zombies and Phenotrans employees such as Security Guards and zombie handlers. But the gun takes about 3 shots to kill Hazard Units. Nevertheless, it is arguably one of the most lethal weapons in Dead Rising 2: Case West and in all of the Dead Rising Series. | Awarded for assisting Jerry Sampson with some crazy research project that he has been working on. Off the Record: Acquired at level 50.[28] | ||||
| Lightning Gun | Blast Frequency Gun | Electric Prod | Lasts:30 shots[28] Damage:4 Primary: 25[32][28] Alternate: N/A[34] | Shoots out an electric wave of energy. A shot from this gun will electrocute any zombie that Chuck shoots with it and it will electrify any zombies that stand next to the electrified zombie. One shot can usually hit about three or more zombie if they stand next to each other. The lightning gun is basically a long distance electric prod that has the potential to hit zombies that are grouped. It can be a good weapon for security guards. It will stun them in place per shot, but it will take multiple shoots to finish them. A shot from the lightning gun will not even do anything to a hazard unit or a zombie handler because of their suits. The best part about the lightning gun is that the electricity continues to shock an enemy after it is shot. This is very noticeable with the final boss in Case West. Fire a shot at him and it will hit him and continue to take damage for a few seconds.[36] | By leveling up - Chuck's combo card Off the Record - Acquired at level 48. | ||||
| Reaper | Sickle | Katana Sword | Lasts:66[28][38] Damage:4 Primary: 75 PP - 3 hit slash combo[40] Alternate: 125 PP - Sickle Impale and Slam - Case West: 1000 PP FRANK ONLY | Swing the reaper back and fourth slicing up zombies. | Frank will pick up a zombie with the sickle end and bring the zombie over his head and slam it to the ground, dragging the zombie and ripping it apart. Chuck cannot use this attack. | Case West: By leveling up - Frank's combo card Off the Record: Sandbox Mode - Double Trouble - Gold Medal | |||
| Shocker | Defibrillator | Medical Tray | Lasts:20 hits[42][28] Damage:4 Primary: 50 PP - Thrust Alternate: 250 PP - Head Electrocution (Case West: CHUCK ONLY)[28] | Thrust both ends of the weapon directly into a zombie, killing it instantly with an electric shock and sending its corpse flying backwards. Takes roughly about 2 hits to kill a gas zombie. |
| Case West: By leveling up - Chuck's combo card Off the Record: Acquired at level 28 | |||
| Sterilizer | Syringe Gun | Chemicals | Lasts:20 shots Primary: 1000 PP[44] Alternate: N/A | Fire a dart at a zombie, producing a chemical mutation within the zombie's body which causes it to suffer a rather slow but gruesome death in which either the head or the entire upper-half of the zombie's body will explode. The bright green larva of the zombie will burst from the body and often attack Chuck and Frank. The Sterilizer also works on gas zombies, but it takes even longer for them to die, around 60 seconds. | By leveling up - Frank's combo card | ||||
| Zap N' Shine | Floor Buffer | Electric Prod | Lasts:80 hits[46] Damage:4[28] Primary: 75 PP - Electric Floor Clean[47] [47][28] Alternate: 75 PP - Electric Buffer Smack[28][49] | Push the buffer around shocking, killing, and knocking any zombies it collides with off their feet. | Pick-up Attack: Pick up and use as a melee weapon, shocking the zombie. | Case West: By leveling up - Frank's combo card Off the Record: Zap N' Shine card is recieved by making the combo weapon. There is no scratch card.[28][51] |
[edit]
- Blazing Aces - Created by combining a Tennis Racket and a Tiki Torch
- Drill Bucket - Created by combining a Power Drill and a Bucket
- Dynameat - Created by combining a Hunk of Meat and Dynamite
- Flamethrower - Created by combining a Water Gun and a Gasoline Canister
- Freezer Bomb - Created by combining a Fire Extinguisher and Dynamite
- Hail Mary - Created by combining a Football and a Grenade
- Laser Sword - Created by combining a Flashlight and Gems
- Plate Launcher - Created by combining a Cement Saw and Plates
- Ripper - Created by combining a Cement Saw and a Saw Blade
- Snowball Cannon - Created by combining a Water Gun and a Fire Extinguisher
[edit] Off the Record exclusive Combo Weapons
These are the new weapon combos that can be found in Dead Rising 2: Off the Record. Off the Record has:
- All of the Dead Rising 2 combo weapons.
- All of the Dead Rising 2: Case West Combo Weapons except for the Impact Blaster and Sterilizer.[52]
[edit] Sortable Table of Combo Weapons
- PP (Prestige Points) are doubled once you have the Combo Card. You can increase PP even more by getting Magazines Combat 1 through 3, each adding 10% to each weapons PP.
- Ω = Requires Combocard to do attack.
[edit] Combo Bikes
- Further information: Vehicles (Dead Rising 2)
The Combo Bikes are combo weapons that are made by combinating a Motorbike with another weapon. These bikes cannot be created until Chuck completes the mission Meet the Contestants and unlocks the trailer that can be used to create the combo bikes. Unlike the other combo weapons, the combo bikes don't have Combo Cards.
[edit] Tips
- If a weapon or item used in a combo weapon is blinking red and about to break, when Chuck creates the combo weapon the Combo weapon is fully functional and repaired.
Blue wrench items blink when Chuck has both items for a combo weapon
| |
An easy way to see if Chuck has the items to make a combo weapon, is to scroll through his inventory and look for blinking items.
When Chuck has an item in his inventory which can create a combo weapon and he either:
Both item's blue wrench icon will blink. For example:
| |
[edit] Trivia
- Chuck (and Frank's) ability to create combo weapons is "retroactively" foreshadowed in Dead Rising: Road to Fortune, Issue #3. During the Las Vegas Arena outbreak Chuck grabs a guitar and gets on his bike and using the pointed headstock of the guitar as a makeshift jousting lance he runs down several zombies. Later, in Issue #4, Chuck makes a molotov cocktail using bottles of isopropyl alcohol and some rags.
- None of the survivors will accept combo weapons from Chuck or Frank.
- Combo weapons only require two items to make, but sometimes the end result is not realistic. For example, to make a Paddlesaw, a paddle and a chainsaw is required, but the finished weapon shows two chainsaws attached to the paddle.
- The Blitzkrieg, Rocket Launcher Motorcycle, and Laser Gun are the only combo weapons that require a combo weapon to make.
- Dead Rising 2 producer Shin Ohara stated in an interview:
- "Blue Castle has come up with crazy ideas like the beer hat and paddlesaw. Our team in Japan wouldn’t be able to come up with those. We have to give a lot of credit to them for creating all of these weapons. Blue Castle has a guy who specializes in weapons. That’s all he thinks about everyday. He has fun everyday thinking about these weapons....That’s one good thing about working with them. They have some crazy ideas, some I guess Western ideas, North American ideas, we wouldn’t normally think of...most of the weapons they came up with that were really violent, crazy, and gory we liked them and they’re in the game right now."
- "People can look forward to Capcom-ish...items, just like Dead Rising had."
- "The way Japanese people use duct tape is to maybe tape a cardboard box and that’s about it. Americans use duct tape for lots of things so it makes sense for Chuck to use duct tape to combine two weapons rather quickly without using screws or wrenches. It was a fast way and it fit the Dead Rising world."[1]
- In a review:
- "The biggest new feature that Case Zero brings to the table is, of course, the combo weapon system, where two items can be combined to form a super-weapon of zombie destruction. In order to prevent this sort of system from getting out of hand, it seems that the only combinations a player can make are the ones that are the most absurd and visually entertaining. Also, this system only appears to be one level deep, meaning that you cannot do something even more awesome like combine the paddlesaw with motor oil in order to create a fire-paddlesaw."[2]
[edit] Video
|
Dead Rising 2 Combo Weapons Demo |
Dead Rising 2: All 50 Combo Weapons |
[edit] Gallery
Stats on all Off the Record combo weapons from Dead Rising 2: Off the Record Official Strategy Guide |
|||
Blinking Box of Nails, Baseball Bat, Boxing Gloves, and MMA Gloves |
[edit] References
- ↑ Plus 200 per shot that kills standing zombies. Hall, Kevin. Dead Rising 2: Case 0 Walkthrough, IGN, (September 6, 2010).
- ↑ Plus 200 per shot that kills standing zombies. Hall, Kevin. Dead Rising 2: Case 0 Walkthrough, IGN, (September 6, 2010).
- ↑ The "light" attack is a very devastating upwards swing, much like a golf club. This swing is capable of killing a looter or orange mercenary outright with a single blow. It can also hit and destroy most items lying in its way.
- ↑ The "light" attack is a very devastating upwards swing, much like a golf club. This swing is capable of killing a looter or orange mercenary outright with a single blow. It can also hit and destroy most items lying in its way.
- ↑ items.txt:
cPrestigePointInfoItem dynameat_prestige_info { PrestigePointsAwarded0 = "250" PrestigePointsAwarded1 = "250" - ↑ items.txt:
cPrestigePointInfoItem dynameat_prestige_info { PrestigePointsAwarded0 = "250" PrestigePointsAwarded1 = "250" - ↑ Hold
for manual aim. Repeatedly tapping
will fire spitballs in rapid succession. - ↑ Hold
for manual aim. Repeatedly tapping
will fire spitballs in rapid succession. - ↑ items.txt ...PrestigePointsAwarded0 = "25" ...RewardCondition0 = "12"
- ↑ items.txt ...PrestigePointsAwarded0 = "25" ...RewardCondition0 = "12"
- ↑ Also by purchasing a laser sword from a Pawnshop.[Verification needed]
- ↑ Also by purchasing a laser sword from a Pawnshop.[Verification needed]
- ↑ a b c d items.txt "Durability"
- ↑ items.txt: NumberOfThrowables = "75"
- ↑ items.txt: NumberOfThrowables = "75"
- ↑ Next to the Brand New U, between the Maintenance Room and Ned's Knicknackery (P204)
- ↑ Next to the Brand New U, between the Maintenance Room and Ned's Knicknackery (P204)
- ↑ a b Incorrectly listed as 50 in the official guide. In the PC game file items.txt for the spears, (cProjectileLauncherItem ZombieThrower) it is listed as NumberOfThrowables= "40".
- ↑ a b Alucadrian, Dead Rising 2: Case Zero: Leveling Guide, GameFAQs, (September 6, 2010) lists the number as 75.
- ↑ If the blast hits any living human characters, it will cause them to keel over and vomit for a moment.[Verification needed] It is the best weapon for clearing a path through a crowd of zombies.
- ↑ If the blast hits any living human characters, it will cause them to keel over and vomit for a moment.[Verification needed] It is the best weapon for clearing a path through a crowd of zombies.
- ↑ Near Casual Gals and across from the door to the Americana Casino.
- ↑ Near Casual Gals and across from the door to the Americana Casino.
- ↑ Kevin Hall, Dead Rising 2 Case West Walkthrough - IGN FAQs, IGN, (January 10, 2011).
- ↑ Kevin Hall, Dead Rising 2 Case West Walkthrough - IGN FAQs, IGN, (January 10, 2011).
- ↑ Frank can only receive a maximum of 50 PP as this is Chuck's combo card.
- ↑ Frank can only receive a maximum of 50 PP as this is Chuck's combo card.
- ↑ a b c d e f g h i j k l m n o p q r s t u v w x y z aa ab ac ad ae af ag ah ai aj ak al Dan Noel, Jeremy Chan, Dead Rising 2: Off the Record Official Strategy Guide, Brady Games, (2011).
- ↑ Kevin Hall, Dead Rising 2 Case West Walkthrough - IGN FAQs, IGN, (January 10, 2011).
- ↑ Kevin Hall, Dead Rising 2 Case West Walkthrough - IGN FAQs, IGN, (January 10, 2011).
- ↑ In case West Frank can only receive a maximum of 25 PP as this is Chuck's combo card. Chuck recieves 50 PP.
- ↑ In case West Frank can only receive a maximum of 25 PP as this is Chuck's combo card. Chuck recieves 50 PP.
- ↑ Dead Rising Case West Combo Cards, youtube.
- ↑ Dead Rising Case West Combo Cards, youtube.
- ↑ Kevin Hall, Dead Rising 2 Case West Walkthrough - IGN FAQs, IGN, (January 10, 2011). "
- ↑ Kevin Hall, Dead Rising 2 Case West Walkthrough - IGN FAQs, IGN, (January 10, 2011). "
- ↑ Kevin Hall, Dead Rising 2 Case West Walkthrough - IGN FAQs, IGN, (January 10, 2011). List 70 hits
- ↑ Kevin Hall, Dead Rising 2 Case West Walkthrough - IGN FAQs, IGN, (January 10, 2011). List 70 hits
- ↑ Case West: Chuck can only receive a maximum of 75 PP as this is Frank's combo card who recieves 150 PP.
- ↑ Case West: Chuck can only receive a maximum of 75 PP as this is Frank's combo card who recieves 150 PP.
- ↑ Kevin Hall, Dead Rising 2 Case West Walkthrough - IGN FAQs, IGN, (January 10, 2011). Lists 50 hits
- ↑ Kevin Hall, Dead Rising 2 Case West Walkthrough - IGN FAQs, IGN, (January 10, 2011). Lists 50 hits
- ↑ Chuck can only receive a maximum of 500 PP as this is Frank's combo card.
- ↑ Chuck can only receive a maximum of 500 PP as this is Frank's combo card.
- ↑ Kevin Hall, Dead Rising 2 Case West Walkthrough - IGN FAQs, IGN, (January 10, 2011).
- ↑ Kevin Hall, Dead Rising 2 Case West Walkthrough - IGN FAQs, IGN, (January 10, 2011).
- ↑ a b c d Case West: Chuck can only receive a maximum of 75 PP as this is Frank's combo card, Frank recieves 150.
- ↑ Dead Rising Case West Combo Cards, youtube. Lists no alternate
- ↑ Dead Rising Case West Combo Cards, youtube. Lists no alternate
- ↑ A few combo card locations (maybe spoilers), GameSpot.
- ↑ A few combo card locations (maybe spoilers), GameSpot.
- ↑ Dan Noel, Jeremy Chan, Dead Rising 2: Off the Record Official Strategy Guide, Brady Games, (2011).
- ↑ a b PrestigePointsAwarded0 = "250"
RewardCondition0 = "6" - ↑ a b PrestigePointsAwarded1 = "100"
RewardCondition1 = "8"
[edit] External links
- Daniel Acaba, Dead Rising 2 Combo Card Weapon Guide We help you find every Dead Rising 2 combo weapon and rate the best and worst of the bunch, Games Radar.
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