POST 6: WRONG NUMBER'S ODD MELEE OPTIONS
Chainlink: A gang weapon with a slower swing and a longer active attack window. It can catch a moving enemy, but it is not the tool to choose if you're expecting rapid, careless corrections to save you. Give the swing room to work.
Taser: Usable in particular sequel encounters involving the Inspectors. It is a close-range specialty weapon, not an ordinary pistol with a different graphic, and it does not offer the usual ground execution. Its presence in the first game does not make that first-game version a usable pickup.
Glass bottle: In the first game it is principally a thrown knockdown tool. Wrong Number gives the bottle in Jake's Hard News encounter intact and broken melee states. The intact and broken versions do different jobs, so don't treat the picture of a bottle as enough information by itself.
Toothbrush: A makeshift prison weapon in Release. It is disposable equipment rather than a reliable weapon to carry through a whole floor. That changes the next decision immediately: know what you're picking up after using it.
Big Pipe: A special weapon associated with Richter's Release encounter. It is slow and substantial, and it is distinct from the ordinary lead pipe. This is another situational item, not a new standard weapon you should expect throughout the campaign.
Skateboard: A rare option in the Henchman's No Mercy level. Its inclusion says a lot about these games' willingness to make the environment part of the arsenal. It is not something to build a general loadout recommendation around.
Glass shard: Improvised glass equipment associated with the prison sequence in Release, also called the glass shiv or shard blade in reference lists. This is a scene-specific inclusion, not a weapon to expect as an ordinary pickup throughout the game.
POST 6: WRONG NUMBER'S ODD MELEE OPTIONS
· Games / Hotline Miami Series