Left Dead 2
Left Dead 2
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The Basics survivors and infected Weapons and equipment Campaign Surviving and Scavenging achievements/appendix extras
Discerning Your Display • Game Modes • Movement and Combat • Survival Tips and Tricks
TIP
This training seion presuoses you’ve already figured out how to begin an online game, know how to ae
Loies, chat to friends, and set up Multiplayer matches. You should also be familiar with your controer or keyboard
functionality, and have set up your in-game options to your liking. This knowledge is contained in the Instruction
Manual that came with your game. You are advised to read it before continuing.
6
3
8
7 9
13
This shows a sample campaign match from
a Survivor’s-eye view.
1. Information: Whenever a major o°u¨ence ha ens, it 10
12
is listed here. Kp track of who has rescued who, those
11
who startled the Witch, and who is being aacked by
Special Infected. This shows a sample Versus match from
2. Aiming Reticle: This crohair icon is superimposed on an Infected’s-eye view.
your HUD. Place the icon over your target to sht it. The 9. Aiming Reticle: This shows where your Special
size of the reticle diers depending on the weapon type. Infected’s Primary aack wi strike.
The reticle expands during movement and recoil, and 10. A ack Power: The red circle shows the power, which
shrinks when you are walking or crouching. quickly depletes when used and slowly regenerates if you
3. Death and Dismemberment: A particularly unpleasant haven’t bn kied.
zombie takedown is o°u¨ing. Prepare for many of these. 11. Health: Your Health, which is likely to be depleted very
4. Primary Weapon: This shows a silhouee of your quickly.
chosen ranged weapon, how many buets/shes you 12. Infected Teaates: The type of Infected your
have in the clip/chamber, and the total aunition you brethren have spawned as, and their general Health.
are ca¨ying for that weapon.
13. Intended victim: This is a Survivor you’ve picked on
5. Secondary Weapon: This shows a silhouee of to die, and ideay you have a second Special Infected
your chosen secondary weapon, whether it is a Pistol to help you. As you can s, the Survivors have a glow
variant or a Mel Weapon. These weapons have infinite around them, which indicates one of the foowing
“capacity.” conditions:
6. Inventory: (PC version shown) This shows the projectile Grn: Healthy
you have equi ed on your belt (top), the Backpack Item Orange: Wounded
(mile), and the health-related Belt Item (boom) you have
Red: Near death (usuay the prefe¨ed Survivor to
stored on you. Select and use them at any time. The Xbox
aack)
360 version shows this in a cro paern with a Flashlight
icon, aowing you to turn the Flashlight on and o. Purple: Puked on by a Bmer
Blue Outline: Behind a wa (you are unable to
7. Avatar Information: A portrait of the Survivor you’re
a°urately s either teaate’s condition)
playing as, along with your cu¨ent Health.
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The Basics survivors and infected Weapons and equipment Campaign Surviving and Scavenging achievements/appendix extras
Discerning Your Display • Game Modes • Movement and Combat • Survival Tips and Tricks
15 18 19
14
16 17
This shows a sample Scavenge match from This shows a sample Survival match.
a Survivor’s-eye view. 18. Time: This shows how long your team has lasted during
14. Time: This shows the remaining time in a round; extra a Survival game; the higher this number is, the beer!
time is aed after each su°eful pour. 19. Time to Beat: This shows the time to beat for a medal,
15. Score: This shows how many Fuel Cans have bn or your team’s best time, so you know the time to aim
su°efuy poured into a generator or car. for.
16. Score to Beat: This shows the total Fuel Cans the rival
team managed during a previous match.
17. Remaining: This shows the number of Fuel Cans
remaining in the stage you are playing in.
Game Modes
At the Main menu, you are presented with a number of options, your choice of six dierent types of games. A of these
games involve taking a team of four human Survivors (Coach, Eis, Nick, and Rochee) on a trek through zombie-Infected
environments in search of rescue. There are five main campaigns, each with four or five stages in them. The general
objective is to ki anything unpleasant to the eye, or that’s harming your team, and bale to a Safe Rm, which a ears
at the begiing and end of every stage.
The Safe the end of the last stage, this Finale aows you to escape
Rm oers the campaign and begin the next. The foowing suarizes
a brief period these game modes:
of respite,
aitional First
Aid, weaponry, NOTE
and other items. The di erent forms of
The stages’ Infected you’ encounter
events, the are revealed in Chapter
locations of 2: Survivors and the
Sk safety in the Safe Rm. Just
enemies, and
remember to close that dr! Infected. The various
the placement
weapons, items, and
of items, are
other equipment you can
a governed
dynamicay by
use are listed in Chapter
the A.I. Director. 3: Leave Them Dead—
Toward the end Weapons and Equipment.
Prima Official Game Guide
of a stage, you
face increasingly
overwhelming
os during
A Finale is under way. Bits fly o the an endgame
undead, while Nick’s sarcasm goes scenario caed
unchecked. the Finale. At
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The Basics survivors and infected Weapons and equipment Campaign Surviving and Scavenging achievements/appendix extras
Discerning Your Display • Game Modes • Movement and Combat • Survival Tips and Tricks
Campaign
Campaign mode pits you and
thr human friends on a
miion to complete any of
the five campaigns and play
through in cperatively.
Any unaigned players are
controed by the computer,
and your name (AKA “handle”)
a ears above your character
so you know who’s fighting
we, and who made dreadful
tactical miteps. New players
can drop in and out of the
game at wi. You can also play
this split-scrn (Xbox 360),
or an oline version with two
players (and two computer
players).
TIP
If you’re playing a split-scrn version of this game, segment the scrns verticay.
This o ers the best perspective for baling your foes.
Realism
A mode for veterans of
the first game or those not
wanting to s the more
useful onscrn hints around
their teaates, Realism
mode aows you to a°e
the same campaigns, but
with a tweaked gameplay
experience that favors a
more “realistic” style: A
Infected can withstand
much more punishment to
their bodies (except the
heads). The Witch wi ki
you instantly if she gets her
claws on you. There is no
glow around your teaates
(which makes locating
them much more reliant
on memory and shouted
instructions). There is no
glow around items until you Ready for the ultimate chaenge? Play Realism mode on Expert,
can reach them (meaning and try surviving this onslaught!
you must rely on memory or
the guide’s maps for poible item placement). Finay, if you die, you do not respawn in a “Rescue Closet” later in the stage.
Rather, you’re dead until the rest of the team reaches the Safe Rm.
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The Basics survivors and infected Weapons and equipment Campaign Surviving and Scavenging achievements/appendix extras
Discerning Your Display • Game Modes • Movement and Combat • Survival Tips and Tricks
Versus
TIP
Learn where the Infected can
climb, so you have a gd
idea of poible hiding places
to check when you’re playing
as Survivors. Also study the
glow around each human
Survivor before aacking
those with the lowest health.
NOTE
After each area’s strategy in
the Walkthrough, you’ find
a detailed plan showing the
best places to launch aacks
from when playing as Special
Infected. Use this information
A group of Survivors repeing human-controed Infected (shown from the and tips at the end of this
Infected viewpoint) during a particularly violent Versus match. chapter and throughout
Versus mode involves up to eight human players. A match begins with a play through a Chapter 2, t.
campaign stage, with one team playing as Survivors, and the others as randomly-determined
Special Infected. Survivors must make their way to the Safe Rm at the end of the stage
without dying (as there are no Rescue Closets) while the Special Infected die countle times
trying to stop them. The Survivors must use a of their wits (and game plans) to survive a
more inteigent bunch of Special Infected, and should expect more ambushes and group
aacks.
The Infected players spawn as a randomly determined Special Infected and prowl after
the Survivors, aempting to incapacitate, waylay, or (if they’re lucky) ki their human foes.
At some point, one of the Infected spawns as a Tank, wreaking aitional carnage. (This
is a key time for the rest of the team to aack, t.) Witches also randomly a ear, and
should be used to help the Infected players secure aitional wounding. Once a of the
Survivors have reached their Safe Rm or have died, the stage is played again with the
roles reversed.
Special Infected begin as “ghosts,” and can move up buildings, was, poles, and other
scenery that Survivors caot reach. They must spawn in an area the Survivors can’t s,
as indicated by an onscrn prompt. As “ghosts” the players can pa through drs and
aren’t sn by Survivors (but are sn by their Special Infected teaates). When both
sides have finished the stage, the game totals up scores based on the criteria that includes
the average distance traveled (the closer to the Safe Rm the Survivors made it, the more
points are awarded), the number of Survivors that made it, which map is being played within
a campaign (earlier maps being worth le than later maps), and the percentage of the finale
that is completed. The higher scoring team is the wier.
Prima Official Game Guide
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The Basics survivors and infected Weapons and equipment Campaign Surviving and Scavenging achievements/appendix extras
Discerning Your Display • Game Modes • Movement and Combat • Survival Tips and Tricks
Survival Single-Player
A team starts with the best intentions, but a mixture of bad Take a leadership role with thr sub-ordinates on Single
luck, bad plaing, and violent Infected ends a match. Player, and expect to face most of the aacks.
This mode pits four Survivors against maive, and Lastly, if you’re light on actual human friends, you can play
eventuay overwhelming os. They are holed up in a through a five campaigns with thr computer-controed
particular part of a campaign map, near a large coection chums in Single-Player mode. When you’ve chosen the campaign
of aunition, weapons, and other items, and must survive and stage you want, the game continues until you reach the
wave after wave of enemies, both Coon and Special. Finale at the end of that campaign. Take the lead role, as the A.I.
A timer ticks on as combat continues and your goal is to teaates foow your lead. This means some cro fire and
achieve a gold medal status (surviving over 10 minutes) at enhanced strategic stances aren’t poible, and you alone are
the end of the match. Then start again in an aempt to beer responsible for how quickly you move through the stages. Don’t
that time! A more a°urate title for this might be “Eventual move t far ahead of your teaates, though, as dying results
Death” mode. The plan is to survive for as long as poible. in a restart. If others die (after thr poible rescues), they move
As long as you know you’re dmed to die eventuay, you’ to a Rescue Closet and are released when you open the dr.
be fine.
Scavenge NOTE
Up to eight The Walkthroughs in chapters 4 and 5 aly to a gameplay
players (four modes.
Survivor and
four Infected) are The A.I. Director
pied together Have you ever
in an awesomely thought your
violent bale actions were
for that most reay controed
important of by some
resources: invisible entity
gasoline. The with the power
Survivors must to make your
scour the map life consid-
lking for Fuel erably beer
Cans, coect or worse? We Exploration 1: The first time through here,
them and return the A.I. Director it was quiet … t quiet.
to a central is just like that.
generator (or Throughout
car) to pour every game
the gas in. The mode, most
Cuing gasoline delivery (picture 1)
Special Infected, noticeably
and pitched bales (picture 2) are a
meanwhile, are during
part of Scavenge mode.
out to stop the campaigns, the
humans by any means neceary. After the first match, the placement of
sides swap, and the first human team becomes Infected, every inventory
and the zombie team becomes Survivors. After a set number item, weapon,
of rounds, the team with the most Fuel Cans coected and object you can Exploration 2: The second time through
poured into a generator are dmed the wiers. ca¨y, certain here, it was madne! Shr madne!
routes you take, and enemy incursion is determined proce-
duray to provide you with a unique experience each time
you play a game.
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The Basics survivors and infected Weapons and equipment Campaign Surviving and Scavenging achievements/appendix extras
Discerning Your Display • Game Modes • Movement and Combat • Survival Tips and Tricks
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The Basics survivors and infected Weapons and equipment Campaign Surviving and Scavenging achievements/appendix extras
Discerning Your Display • Game Modes • Movement and Combat • Survival Tips and Tricks
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The Basics survivors and infected Weapons and equipment Campaign Surviving and Scavenging achievements/appendix extras
Discerning Your Display • Game Modes • Movement and Combat • Survival Tips and Tricks
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The Basics survivors and infected Weapons and equipment Campaign Surviving and Scavenging achievements/appendix extras
Discerning Your Display • Game Modes • Movement and Combat • Survival Tips and Tricks
When a teaate has shown breathtaking incompetence There are quite a few places acro the five campaigns
during a Campaign, Versus, or Single-Player game, they die. where you have to (usuay) fa or move on to the next
However, they sn respawn in a building or rm a few section of exploration, and can’t make your way back to a
twists and turns ahead of where they fe. These “Rescue previous area. This particular part of your route is mandatory
Closets” (AKA spawn closets) require you to open the dr and known as a “one-way drop.” Have a of your team head
to fr them. Doing so is advisable, even if you dm the down the drop together, whether it’s down a manhole (as
player a hindrance to your team! shown), o the rf of a bus, or o a balcony. If you staºer
your drops, Special Infected usuay corner the straºler at
the rear and ki them without the poibility of rescue. You
have bn warned!
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The Basics survivors and infected Weapons and equipment Campaign Surviving and Scavenging achievements/appendix extras
Discerning Your Display • Game Modes • Movement and Combat • Survival Tips and Tricks
* Stay away from cars, forklifts, hand trucks, dumpsters, * Kp an ear out. Each Special Infected has their own
and logs when the Tank is around. musical motif that plays from their location and changes
* Bile Bombs don’t work we against Witches, as they race depending on their distance from Survivors.
to you faster than Coon Infected can get to them. * Headshots always do more damage to any foe. Aim at
craniums to minimize the time you’ spend tackling an
enemy.
* When a Tank spawns, Infected brethren should stage * Chse the Survivor away from the pack, or the one with
their aacks when Survivors are a preo°upied with the the lowest health, or one that’s already incapacitated.
gigantic, pink, lumbering entity. One dead Survivor is usuay beer than four wounded
ones!
Prima Official Game Guide
14
The Basics survivors and infected Weapons and equipment Campaign Surviving and Scavenging achievements/appendix extras
The Infected • Uncoon Infected • Special Infected
Survivors
Coach Nick
Coach has a big heart, a positive A lifetime of drifting from city to
aitude, and a wicked swing with a city, finding back-aey card games,
chainsaw. After a kn injury ended and trying to stay out of jail has
his carr as a defensive lineman in taught Nick two valuable leons:
coege, Coach salvaged his degr— Don’t trust nobody, and lk out for
barely—and landed a job teaching number one. He had come down to
health at the local high schl in his Savaah lking for some guible
hometown of Savaah. Working fish on the riverboat gambling
as a defensive crdinator for the cruises. Instead he found a city
freshmen team might not be the best first step to landing a about to be engulfed by infection and thr new friends he’s
pro coaching carr, but it’s come in prey handy in guiding going to have to learn to trust if he wants to survive.
a group of Survivors to safety.
Rochee
Eis A take-control, no-nonsense
Eis is a mechanic with a love of personality, Rochee is eager for life
life, a firm belief in his own ior- to get back to normal, but realistic
tality, and the ability to treat any enough to know that might not
setback as a fun dare to impre be any time sn. As a low-level
his friends. Born and raised in aociate producer for a big-name
Savaah, Eis di¾ies up his time news station, Rochee’s job mostly
working at the local garage, hanging consisted of luºing cables and
out with his buies, and dro ing fetching co. But when the
by for Sunday diers with Mom— outbreak hit and sta started caing in sick, Rochee got
why would anybody want to live anywhere else? Then the her break: producing a segment from Savaah about the
zombies had to go and spoil it. Now Eis is lking for new evacuation center located there. She was sti seing up
things to o°upy his time, and finding plenty. It turns out the the cameras when her big story became a war zone. But
zombie apocalypse is one big dare, and there’s no shortage she’s not leing go of her dream job. Surviving a zombie
of crazy stu he can try to impre his new buies. apocalypse is just something else that she can use her wits
and drive to produce the he out of.
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The Basics survivors and infected Weapons and equipment Campaign Surviving and Scavenging achievements/appendix extras
The Infected • Uncoon Infected • Special Infected
The Infected
Your targets are humans sti clinging to some semblance of life,
but are antisocial to the point of reasoning. In fact, thanks to the
mysterious viral outbreak, these entities (now making up the bulk of TIP
the population) are quick, ravenous beasts. They range from groups Sht them in the head! If there’s one
of Coon Infected (the most “human” of the foes, known coo- oveiding piece of advice to give, it’s that
quiay as “zombies” and the “undead,” despite the lack of a°uracy you want to s so¦y craniums exploding
in those descriptions) to Uncoon Infected (five main types of over and over again because it is the way to
Coon Infected that a ear only in a specific Campaign and have dispatch these abominations. Headshots aow
a special ability) to and Special Infected (eight more powerful entities you to take down foes faster than aiming
with particularly aºreive mutations and abilities). Let the cuing anywhere else on an Infected’s form.
coence!
Coon Infected
The bulk of your kiing involves dispatching these foes, If you don’t want to use Mel Weapons exclusively, you
which are reasonably weak singly or in groups of two or can have your team stand in a number of defensive postures,
thr, but a real problem when they a¨ive en mae in such as with teaates at the front crouching (so they
a large swarm known as a Horde. (A Horde is we over aren’t shot at by friendly fire), and those behind standing—a
a dozen foes, with more constantly streaming in until a blasting away. Do this up against a wa or in a corner until
noise is abated, or the Survivor targets fl the area.) the Horde threat has bn defeated.
Coon Infected are aracted to light (so Flashlights on Another defensive posture is behind a na¨ow location
your weapons help beckon them over, into your sights). Try that the Horde must run through. “Fueling” the enemies
having some of your team “lit up” to aract foes while others like this is helpful as you can blast away at a specific
provide cro fire from safety). Coon Infected also react location (usuay through multiple foes in a row with powerful
to sounds. firearms), place an explosive object there, or just stand and
These aracting sounds can be the bping of a Pipe hack with a Mel Weapon and watch those zombies fa.
Bomb, a car alarm, or other noise, such as an engine sound, An example of a fueling location is the hatchway at the
a hatchway opening, or some other audible noise. These downed aircraft during Swamp Fever.
noises aract a ma of foes and usuay the Horde. Back
up your team by staying close to them so none of you is
overwhelmed. Coon Infected also run to Bmer bile,
which is vomited by that type of Special Infected or used as
projectiles after being coected in vials.
Survivor stances and weapon use aect your
chances of victory. When a few Coon
Infected are roaming, you may want to switch
from a Primary Weapon to Pistols (or the
Magnum) to conserve your main weapon’s
aunition. Headshots usuay take one or two
buets to dispatch a Coon Infected, no maer
what the ranged weapon.
Long-range weapons, or those with gd
a°uracy, are recoended for use when you
first enter a new location and you can s a few
Coon Infected shuling about. Drop them before
you reach them!
Mel Weapons are extremely useful (many
swear by them, and also swearing ecstaticay
Prima Official Game Guide
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The Basics survivors and infected Weapons and equipment Campaign Surviving and Scavenging achievements/appendix extras
The Infected • Uncoon Infected • Special Infected
You can also try placing obstacles betwn you and the Survivors should react by removing the Coon Infected
Horde. Shut drs in a rm you’re in, so foes take time to threats, for example, you can coat the Special Infected with a
bash their way in. You can tag foes with impunity through the Bile Bomb (so Coon Infected turn on them), or lob a Pipe
bars of the Safe Rm drs, t. The problem with these Bomb to remove Coon Infected from an area. This aows
plans is that aacks wi continue indefinitely, so advance Survivors to chaenge Special Infected more easily.
during a lu in the action. Bile Bombs, recently discovered projectiles, are very
Finay, Coon Infected are used as a swarming “weapon” eective in many ways. When you throw them, a nearby
by Special Infected during Versus Mode. Moving to aack Coon Infected gather around its grn gas cloud. This
enemies already engaged in a frantic fight with a Horde, makes it easy to clear areas and ki them. But the real fun
picking o straºlers preo°upied with Coon Infected comes from hiing a Special Infected with a Bile Bomb
cuing, and having Coon Infected swarm a foe gra½ed by and watching the Coon Infected turn on their Special
a Special Infected to act as “buet sponges” are a viable plans brethren! You can even throw Bile Bombs into a group of
for those playing as Infected in Versus and Scavenge modes. Coon Infected so they aack each other!
Uncoon Infected
Sometimes the location or specific atmospheric conditions of a place aects a minority of the population and they roam
a particular area alongside the general population of Coon Infected. These oities are known as Uncoon Infected
(AKA “Uncoon Coon”). Each of the five campaigns has its own Uncoon Infected, which has the same behavior,
health, and lack of higher brain functionality as the Coon Infected. Here’s how they dier:
Mudman
NOTE Campaign: Swamp Fever
Reports indicate that the reanimated corpse of a racing Strengths: Unimpeded by marsh
driver by the name of Jiy Gis Jr. may be roaming water; mud-throwing capabilities.
the confines of the Liberty Ma, using strange, base- At home in the murky marshland and
memory functions and an o« homing instinct to reunite ready to impede your progre as we
with his car, the Blue 22. There have bn no o icial as your vision, this muy maniac
sightings so far. uses flung mud (at least, you hope
it’s mud and not a dirty protest) and
roing claws to make a point. Mudmen
are faster than Coon Infected as
they move on a fours, so fire on them instead of aempting
to outrun them. Their aack coats your vision with mud, but
this is more of an inconvenience that a real threat. Dispatch
Mudmen as you would a normal zombie, using Mel
Weapons if your vision is t blu¨ed to s your team.
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The Basics survivors and infected Weapons and equipment Campaign Surviving and Scavenging achievements/appendix extras
The Infected • Uncoon Infected • Special Infected
Special Infected
Infected with severe, pronounced, or impreive mutations are known as Special Infected. There are eight types to learn
about. Foow the tactical overviews listed in the previous “Basics” chapter, and also read about specific methods to
defeat (or control) each of the seven Special Infected you can utilize in Versus and Scavenge modes. Advice on the fear-
inducing Witch is also covered.
The Bmer
Primary A ack: Vomit * Be sure to Mel Shove a Bmer to a safe distance before
(medium range) shting one. Don’t do this constantly, as continuous Mel
Secondary A ack: Claw Shoves result in a close Bmer death explosion. If you’re
(short range) caught in the shower of an exploding Bmer, you’re coated
in Bile, which is just as problematic as the vomit.
Strengths: Blinds its victim;
extremely potent when * Aside from causing temporary blindne, Bmer bile
aacking with other Special aracts the Horde, so expect to have a ma of Coon
Infected Infected to fend o as your vision returns. Due to this
dangerous outcome, retreating out of vomit range or
Weaknees: Usele at
ste ing into a defensive location to hide is recoended.
range; ineective claws; Once the vomit o°urs, step out and blast the Bmer.
vomit takes a long time to When a Bmer a ears, fan out as a team, so the Bmer
build back up can’t vomit on more than one of you (at the very most).
Audible Clues: A gurgle
* React when being vomited on by iediately switching to
means the Bmer is your Mel Weapon and begin to slice and spin around to
closing in maximize your constant mel aacks. Sometimes, such
Description: The fat, ploing as in the close co¨idors of the hotel (in the Dead Center
Bmer is helple at long range, but in close quarters, Campaign), it is actuay helpful to get vomited on, because
he (or she) can vomit a thick grn Bile at unsuspecting you can slice or stab your way through the Horde quickly
Survivors, which temporarily blinds them. This has the and eectively as you progre.
aed “benefit” of signaing any nearby Coon Infected * Firing after being vomited on is the biºest concern—not for
to aack. When a Bmer is kied, he (or she) explodes in you, but for your teaates, who may be caught by your
a shower of Bile, covering any Survivors within range. blind firing. Ranged weapons should not be used until your
sight begins to return. The other problem the vomit causes
Takedown Tactics (Against Infected) is that it stops you from being able to make out the outlines
Prima Official Game Guide
* A Bmer usuay aounces its presence with a thick of your teaates, so stay close to a friend who’s coated in
discharge of vomitus, but listening for panting, belching, Bile so they don’t freak out and think they’re alone!
and gurgling sounds alerts you early enough to prepare for * Help out a coeague who has bn struck by vomit by
this entity. Aack using a ranged weapon, but ensure that hacking at the Horde yourself, and lob in a Bile Bomb or a
you and a of your teaates are out of the range of the Pipe Bomb so the Horde switches to swarm another area.
explosion! When blind, remember where your nearest wa or defensive
position is and move to it, so the Horde is only aacking
you from 180 degrs, rather than a around you. Then
crouch so your friends can blast at zombie heads and not
yours.
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The Basics survivors and infected Weapons and equipment Campaign Surviving and Scavenging achievements/appendix extras
The Infected • Uncoon Infected • Special Infected
TAKEDOWN TACTICS
(AGAINST SURVIVORS)
* The Bmer is designed to provide a su orting role to * If your aack hits its target, charge the nearest other
other, more powerful Special Infected. It is a distraction Survivor not hit by your vomit. You’re turning yourself
that aows others to get into position or launch a more into a bomb and if you can vomit on one foe and then
potent aack. Work we with your Infected brethren. explode (and coat) a second, you’ve maximized your
* Spawning as close to your foes as poible is eential, potential, as both players are incapacitated.
so that you’re not spoed and shot at range (and thus * Although rarely completed, you can vomit on a foe, then
deprived of any oensive capabilities), and so your head out of combat iediately, and hide in a safe place
gurgling sounds don’t alert your foes until it is t late. to let your Bile build back up. (Ideay you hide somewhere
Aacking within a building, just as foes enter a rm, later in the stage, or else hide and foow the Survivors
is the best bet for a su°eful vomit strike. In more after they pa you.) Then, when you have enough Bile
open areas, wait for Survivors to pa, back up another again, vomit a second (or aitional) time. But do this only
Infected’s aack, or else drop in from above onto a after your human targets clean themselves o (that is,
Survivor and hope you’re not shot at. when you s they aren’t outlined in purple).
* Learn the exact distance your vomit aack can reach * Use your vomit with other specific Infected types. Vomit
before engaging Survivors. Continue to hone your on a Survivor being pueled by a Charger (or Tank,
vomiting talents so you know (for example) how far Hunter, Smoker, or Jockey) so a Horde is suoned.
down an aeyway you can stand so that your vomit These aitional Infected aackers shield the Charger
lands on a major pathway adjacent to the aey. Now do and cause further damage. The Smoker has the aed
this for every tactical location you normay use. benefit of sto ing the Survivor from aacking the Horde,
* Coaxing a foe into receiving your liquid aack is the key completely nuifying the human’s oensive capabilities.
to your su°e, as is self-sacrifice. Aempt to emerge * Remember to aempt these tactics in conjunction
from a dark or unsn corner, reach a Survivor, and vomit with your Special Infected friends. You are much more
on them as close as you can. If your aack mies, charge eective if the Survivors are wo¨ying about a Spier,
them so they are tempted to fire and end up coating Smoker, or Charger aack at the same time.
themselves in your exploding iards. The force of your Note: Bile Bombs aren’t aeed from the Bmer during
detonation also staºers anyone near it backward, which your altercations with this entity. They are premade vials
is handy if your human foe is near a hole or ledge. used as projectile weapons.
The Charger
Primary A ack: Charge (any Takedown Tactics (Against Infected)
range)
* A mixture of trumpeting and baying can be heard when a
Secondary A ack: Claw (short Charger is nearby and a°elerating toward your team. This
range) sound is easily distinguishable, and you should lk for a
Strengths: Quick; devastating in place to move to and gain a visual on the Charger.
straight lines; inflicts powerful
* Use whatever defensive maneuvers you can to dive out of
and painful strikes quickly the way as the Charger rampages forward. A simple strafe
Weaknees: Has diicultly is usuay a you nd to avoid this aack, as long as you
turning once a charge starts; notice it coming early enough.
lumbering in enclosed areas;
* When you witne a Charger building up for its run, split
charge takes a long time to your team up. If they are grouped together, the Charger may
build back up be able to hit multiple teaates, knocking them like bowling
Audible Clues: Trumpeting (the pins and damaging them a, as we as poibly ca¨ying one
Charger is picking up spd away from the others.
and heading your way) * You are most prone to charges while moving through long,
Description: Ho¨ificay mutated, the Charger uses its na¨ow strts with no rm to strafe left or right. Because
oversized right arm to its advantage, serving as an Infected Chargers tend to pick these areas to launch their aack, you
baering ram. The Charger is an eective cla for can at least expect it.
scaering huled Survivors, separating them for aacks * The Charger is a large ma and easily struck. Usuay, it’s
by other Infected. In aition to knocking over Survivors, advisable to aim at the head of your foe, which is fine unle
the Charger also grabs Survivors and ca¨ies them away the Charger is manhandling one of your team after a charge.
from their teaates, where it wi then smash the humans In that case, aack it from its right side, so you’re blasting
into the ground until they are dead or can be saved by a it in the back (or beer yet, hiing the head from the side).
teaate. The Charger favors its right side as its shriveed That way, there’s le chance of striking your friend after the
left arm is a usele a endage. Charger is downed (and your friend isn’t damaged by your
aacks during the rescue aempt).
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The Basics survivors and infected Weapons and equipment Campaign Surviving and Scavenging achievements/appendix extras
The Infected • Uncoon Infected • Special Infected
* Save your friend! Like you would with other Special Infected * Where you position yourself is incredibly important when
that end their aack with a stationary finishing mel (such trying to survive a Charger aack. Don’t simply wander out
as the Hunter and Smoker), su¨ound the foe and blast them in the open (aowing the Charger to ca¨y you far away), or
from dierent angles. (Sht the Infected in the head if you position yourself on the edge of a ledge (or you’ be struck
can, but avoid the victim as much as poible.) The Charger and pluet to your death). When the trumpeting sounds,
is at its most vulnerable after just miing a charge. Unload move to a location with a wa, vehicle, or scenery behind
on it as it paes. you to foil the Charger’s initial aack and kp you close to
your friends if you’re struck.
TAKEDOWN TACTICS
(AGAINST SURVIVORS)
* The Charger serves to split up the quartet of Survivors, * After the Charge, the pueling you do is similar in
which is extremely helpful for other Special Infected many ways to the Hunter’s pounce-and-pin aack,
types, who can then chse a lone human straºler and although you are standing up and therefore easier to
inflict damage on them that is likely to be much more s and sht at over vehicles. Try charging with your
eective. victim into an area where there’s a number of Coon
* You can withstand a blast or two as you race forward Infected that can a to the aack and shield you from
toward a victim, but you’re not impervious to pain. the other Survivors, who are fighting their way to stop
Remember that simply ruing into a human won’t start your pueling. It takes around ten seconds to fuy
the charge. You must actuay start your Primary Aack. incapacitate a victim, although this varies depending on
the length of the charge and the victim’s initial Health.
* The Charge, which is a°ompanied by a trumpeting that
would wake the dead, nds a specific area for best * Aitionay, you can ignore Coon Infected betwn
results. Separate the Survivors as much as poible. you and your ay. Your charge knocks them away as you
So charging into a nearby wa isn’t nearly as eective focus on raing and crushing that Survivor. In fact,
as waiting for your human foes to reach a long strt, Horde aacks are actuay helpful, as they kp your
and then ca¨ying one of them right to the far end for a victims stationary and easily visible.
pueling. * Charger aacks are more frightening when aempted at
* The charge itself is a straight-line rampage. You have higher elevations. If there’s a weak ba¨ier (such as in the
very limiting string to the left and right, and therefore Dead Center ma) or none at a (such as the bridge in the
must line up your charge early and be a°urate. Parish), the charge is a you nd to send both of you
Otherwise you’re just another mutation dashing about, o the edge!
waiting to be pe ered with gunfire.
The Hunter
Primary A ack: Pounce Takedown Tactics (Against Infected)
(short to medium range)
* Did you wander away from the herd? Then expect a Hunter
Secondary A ack: Claw aack, which can be quickly nuified if friends are nearby.
(short range) However, expect a bldy death if your team has become
Strengths: Human-sized; le cohesive and has moved apart from one another.
hides easily; movement * Hunters aack quickly and mostly without your having
diicult to target; very fast the chance to a°urately repel the fiends. However, this
aack fast-moving foe growls and leaps, giving you (and a friend
Weaknees: Usele at backing you up) the chance to react, especiay if the Hunter
range; very pr health is lining up an aack, or aempting to hide. Just like the
Audible Clues: A guural Charger, once the pounce coects, the victim is prone
growling and helple. It only takes about ten seconds to become
incapacitated.
Description: The Hunter can scale was with incredible
spd, leap great distances, and—if it manages to pounce— * Fortunately, Hunters are extremely weak at range, aowing
rip Survivors apart with its claws. Once a Hunter has you to tag them in the head (with some precise shting)
pounced on a Survivor, it wi kp aacking until that before they can scamper into pouncing range. This is the
Survivor is dead, or until a teaate shts or Mel optimal spot for a Hunter takedown. If you can’t avoid the
Prima Official Game Guide
pounce, try a Mel Shove to repel the beast away from you.
Shoves it o. Hunters are incredibly fast and quiet, and wi
Foow it up with gunfire or mel aacks and don’t stop
make short work of a Survivor straºling behind the other
until the Infected crumples.
teaates.
* Help a pounced victim right away (a rescued but wounded
friend is beer than an incapacitated one). Hack at it with
Mel Weapons if you’re close enough, as it can’t aack
the rescuer. Sht its head at range. It has a relatively weak
constitution compared to tougher foes, so try for a single
headshot ki.
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The Infected • Uncoon Infected • Special Infected
TAKEDOWN TACTICS
(AGAINST SURVIVORS)
* The Hunter is one of the few Special Infected that has * As with other Special Infected, you should use your
a more “human-like” a earance, and is able to blend in pounce at the optimal moment. Try leaping down from
with groups of Coon Infected (up to a point), as we above or behind bushes instead of simply waiting in a
as lurk in shadows. Use this to your advantage, so you crouched position. Ruing in to claw a foe who is close
can line up the most a°urate pounce poible. to death can be a beer use of your aacks. Also, gauge
* Like a wolf stalking a lamb, only aempt to savage a Survivor your distance. If you can achieve a pounce aack from
that is on their own because you’re easily kied when you a long way away, you inflict more damage when you
strike near a group of humans, unle they are already under coect.
aack. If this is the case, back up other Special Infected * Survivors covered in Bile are a delicious treat for the
by causing a distraction, or leap on a foe already firing at Hunter, as the suoned Coon Infected create a
another Special Infected aack that’s under way. shield that aows the Hunter to savage a pounced victim.
* Humans venture away from their group (and are ripe for The rescuers have to fight through the Horde, which
a pounce) when they are investigating new areas, are as valuable slaughtering time to your aack.
returning to grab items or Health they already found, or
when they think they’re safe because they’re ruing to
a Safe Rm. Make them pay for this lack of fear! If you
can crdinate an aack with a second Special Infected,
you can lay waste to a pair of Survivors without being
counteraacked easily.
The Jockey
Primary A ack: Leap (short range) Takedown Tactics (Against Infected)
Secondary A ack: Claw (short
* Like some crazed chimpanz, the Jockey bounds toward
range) you before making a leap that is as powerful, but not
Strengths: Flexible and chaotic quite as long as a Hunter’s. The leap is amazingly quick,
aack, with option to stop in however. After that, the lock on is achieved, the Jockey may
mid-ride. eventuay release his grip once you’re incapacitated, but he
Weaknees: Ineective at range; usuay strs you into danger.
very weak and easily kied * The danger in question is usuay we away from your
Audible Clues: A cackling laugh friends (so other foes can easily aack you, or the Jockey
Description: Sma and fast, can continue to swipe and str you), into an obstacle (such
Jockeys are exceent leapers and as an alarmed car to suon a Horde, or through fire to
they know how to hang on. Once burn you), or o a ledge (which results in death for both of
a Jockey has locked onto the you if you fa t far).
head of an unsuspecting Survivor, * You’re not quite as helple with a Jockey on your head as
it can str the human away you might think. You can’t fire, but you can augment your
from teaates and into danger or behind obstructions. yes for help with counterstring. Move in the o osite
Survivors have limited control over where the Jockey is direction the Jockey is moving to slow it down. You can’t
directing them. The best antidote to a Jockey aack is a completely resist this kidna ing, but you can a precious
Mel Shove from a teaate. The Jockey wants to aack seconds to a string, which should aow your team to
players that are separated from the others or near an launch a counteraack.
environmental area that wi enhance their aack. You can * The counteraack in question involves the spraying of
str Survivors o a ledge to either make them hang or buets or hacking of Mel Weapons on a Jockey, but a
take fa damage. Ideay, you can run them into fire, or into Mel Shove is the most eective. The victim should help,
the Spier’s acid. t, fighting the Jockey by string into an open area, or
closer to the team.
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The Infected • Uncoon Infected • Special Infected
TAKEDOWN TACTICS
(AGAINST SURVIVORS)
* Examples of problem areas where Jockeys can be a real * Gd counication betwn Special Infected brethren
nuisance include strts (where cars are alarmed), the is key to maximizing the Jockey’s potential. Move your
ma (those gla fences are easily shaered and stred victim into a pl of acid that a Spier has just vomited,
through), and the bridge (where a plunge into the river heightening the damage you are causing your victim.
can be the end for both of you). * Utilize some of the same techniques as the Hunter when
* You can stop a string by leaping o the victim if you pre ing for a Jockey leap. Move to a location that
wish, but this usuay results in your being shot as you isn’t particularly noticeable but oers gd poibilities
try and scamper away. However, if you’ve done your to coect with a victim, such as a balcony above a
job (stred a victim into Spier acid, another Special thoroughfare, and hope the Survivors don’t spot you.
Infected’s aack, or you’re about to fa o a bridge), you Hiding around corners or on rftops is another plan.
can leap to live longer.
The Smoker
Primary A ack: Tongue Snare Takedown Tactics (Against Infected)
(long range) * The Smoker is a troublesome foe, but one that doesn’t have
Secondary A ack: Claw the spd to fl far if you spot it. And that giant tongue is
(short range) an easy giveaway to the beast’s location. It fas as easily
Strengths: An aack that can as a Coon Infected if you hit it without a victim wra ed
hoist foes away from help; around its tongue. Sht at where the tongue is coming from
emits disorienting smoke (even through a wa) if you can’t s the Smoker.
upon death * Depending on your range, it’s usuay best to blast a Smoker
Weaknees: Relatively weak, with your Primary Weapon as sn as a Smoker is spoed.
with an aack that can easily If the tongue is snaking toward you and you s it, judge
mi whether you can fire enough buets into the creature before
you’re tied up. If there isn’t time, try a Mel Strike at the
Audible Clues: A rough,
fla ing tendril,, then fire at the foe’s head.
rasping cough
Description: Smokers earn * If you’re going to be wra ed up by a Smoker, try to s the
their name from the thick, Smoker just as the aack o°urs, as you have a second to
sht it in the head before you’re completely constricted.
noxious cloud they emit when
If the Smoker’s aack mies, be certain to engage the foe
they are kied; the smoke
and ki it. You don’t want it to strike again, or strike another
impairs the vision of any
teaate.
Survivors nearby. Prior to
a takedown, Smokers hide * The grn cloud of smoke that this entity leaves behind
in the shadows, on rftops, and in other out-of-sight after it is kied is thick but not particularly harmful. It is only
areas, lking for Survivors to ambush with their long troublesome because you’re blinded for the second it takes
you to run through it, so watch for aacks from other foes
tongues. If the Smoker laos a Survivor from above, the
that might take advantage of your poible bewilderment.
Survivor wi hang in place until a teaate frs them
or they are aacked by Infected. If laoed from ground * Rescuing a victim of a Smoker aack is straightforward.
level, a Survivor wi be draºed acro the ground to the From range, simply aim at the Smoker’s head, or for closer
Smoker, where it wi claw its human victim to death unle help, blast away at the Smoker and Survivor (friendly fire
a teaate intervenes. isn’t damaging until after the tongue releases), or hack at the
tongue with a Mel Weapon.
TAKEDOWN TACTICS
(AGAINST SURVIVORS)
* Thanks to the length of their tongues, Smokers can * The Smoker is primarily an aoyance, with an aack
Prima Official Game Guide
position themselves in a variety of high, covered, designed to fluster rather than ki. If you can separate
diicult-to-spot, or dark places and lash out with their Survivors, your brethren have a beer chance to finish
main aack. It’s diicult for humans to hit you if you’re the job. Much like the Bmer, your job is to back up
on a girder above the bridge, or an adjacent building, the more powerful Special Infected, such as Hunters,
and you’ve ste ed back to further hide from retaliatory Chargers, or Tanks.
gunfire. If you can, pu a foe back into a previously
explored area, so the rescuers must backtrack signifi-
cantly, which wi delay and demoralize them. continued on next page…
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The Infected • Uncoon Infected • Special Infected
The Spier
Primary A ack: Spit (medium Takedown Tactics (Against Infected)
to long range) * Aside from the ho¨ifying a earance, the Spier gobs a ba
Secondary A ack: Claw (short of acidic mucus which spreads out into a pl of acid that
range) damages Survivors who step on it. The acid lasts around 5
Strengths: Works we with other to 7 seconds before dispersing. Usuay, it is simple to dash
Infected; damaging aack through the acid as it is spreading out, or wait and watch for
Weaknees: An easily-avoided ambushes until the acid disperses before continuing.
aack, both before and after * Remember that this disgusting present can fly into your field
the spit; physicay weak of vision or ft at any moment, and from any direction. The
Audible Clues: A throat-clearing shriek signifies an acid ba is incoming, but you may not
shriek know from where. Constant scaing of balconies, catwalks,
rftops, corners, and drways is a gd idea.
Description: Spiers spew a
co¨osive ba of steaming * Spiers aren’t fast, and are only as threatening as Coon
acid that coats the ground in Infected after the spile aack. Just cut them down with
a pule. When it’s ste ed a headshot or Mel Weapon swipe before they bring up
another acid ba. However, as Spiers are most dangerous
in, the acid can be incredibly
when working with other Special Infected, your biºest
damaging to Survivors.
concern is being aacked by another entity while waiting for
Spiers can make life diicult
the acid to disperse or treÀing through it.
for Survivors by preventing
them from clustering together
in enclosed areas, and by
blocking their path at unfortunate moments. When shot, a
Spier wi release her acid in an expanding pule of spew.
Spiers are gd at separating the Survivors by spiing
in enclosed areas, after one or two of the Survivors have
paed and are on the other side of the excretion.
TAKEDOWN TACTICS
(AGAINST SURVIVORS)
* Think of the Spier as the disgusting half-sister of the * The Spier is designed to harm, wound, and delay, but
Smoker. Similar in stature, and oering the same degr not necearily ki the Survivors. As her claw aacks
of aoyance, the Spier is a Special Infected designed are only used at very close range and she fas under a
to complement and further augment the aacks of single headshot most of the time, fu frontal aacks are
their more powerful brethren. The acid aack wounds not recoended, unle the Survivors are particularly
Survivors, but not your own kind. squeamish at the sight of the Spier’s le-than-toned
physique.
continued on next page…
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The Basics survivors and infected Weapons and equipment Campaign Surviving and Scavenging achievements/appendix extras
The Infected • Uncoon Infected • Special Infected
The Tank
Primary A ack: * Fortunately, you have spd on your side. You can move a
Concrete Hurl lile more rapidly than this pink, hulking brute. So backpedal,
(medium range) be ready to strafe, and aim for that tiny head, hoping to stun it.
Remember the nearest Survivor to the Tank who opens fire is
Secondary A ack:
usuay targeted, so back the teaate up. The use of Shotguns
Punch (short range) is encouraged because of their close-combat damage.
Strengths: Incredibly
* As the walkthrough lets you know where many of the Tank
strong with
aacks a ear (but not a due to randomne), you can ca¨y
tremendous power
a Molotov in readine and lob it at, or in front of, the creature.
in both aacks The burning Tank spds up, but coapses and die in about 30
Weaknees: seconds. Firing doesn’t ki it o any quicker, so avoid its flailing
Slightly slower than and concentrate on other threats. If you don’t have a Molotov,
Survivors; doesn’t unload with every ranged weapon until the Tank slumps over.
like fire * Although fire-based, Incendiary Aunition does not kp a
Audible Clues: Tank continuously on fire; only detonated Molotovs and Fuel
Dramatic music, Cans do the job.
thundering ftfas, and an enormous roar * The Tank’s throw can be nuified if you blast the concrete as the
Description: Strong, enraged and almost unsto able, the Tank raises it, but it is easier to quickly strafe and avoid the impact.
Tank is best taken on by a team of Survivors. Tanks are
* The Tank’s punch is ho¨ific and can knock you acro a
slower than Survivors, but much stronger. They can throw
strt, or o a bridge into a death pluet. Position yourself
vehicles and chunks of concrete that wi stun Survivors, so that even if you’re punched, you’ fly back into something,
which helps a Tank close the distance. Tanks are also rather than o a ledge or rf to suer aitional damage or
remarkably buet-resistant, and can soak up huge amounts death. Avoid this aack by circle-strafing around the Tank,
of damage before dying. One thing a Tank isn’t, though, is ideay locating a hedge, sma structure, or tr to dodge
fireprf. A we-thrown Molotov can ki a flaable Tank around. Don’t use a car, forklift, hand truck, dumpster, or log,
in thirty seconds—auming the Survivor who threw it can because the Tank can punch it straight into you!
avoid geing ri ed apart for that long.
* Lead a Tank in a me¨y dance, away from the rest of your
Takedown Tactics (Against Infected) team and over scenery that causes the Tank to slow, but
always moving so that your friends can continuously fire on
Prima Official Game Guide
* Ignore your fears when you hear the te¨ifying sounds the it. The Survivor coaxing the Tank should stay moving and
Tank makes, and be sure a of your teaates are plaing favor Pain Pis over First Aid when kping yourself healthy,
the same takedown strategies. As the Tank is the toughest as you can move and swaow at the same time. If the Tank is
mutation you’ face, a of your team nds to be firing and chasing a badly wounded Survivor, have a healthy teaate
aºreively tackling this foe. A single player shting at this run up to strike it, so that the Tank switches victims. Or, have
beast may not last long. two teaates stand on either side of a Tank and fire on it
one after another so that the Tank kps switching targets.
* Your height also aects the time it takes for a Tank to reach
you. Position yourself on a balcony or rftop so the Tank
must ascend the structure to reach you, aowing your team
24 more time to pe er it with a Molotov or gunfire.
The Basics survivors and infected Weapons and equipment Campaign Surviving and Scavenging achievements/appendix extras
The Infected • Uncoon Infected • Special Infected
TAKEDOWN TACTICS
(AGAINST SURVIVORS)
* If you’re lucky enough to control this devastating monster, * The punch itself is also more versatile than you might
your job is to inflict as much damage on as many think. Try punching one Survivor away from the rest
Survivors as poible. If you can split them up and ki them of the group. Then target another and bash them in the
individuay, so much the beer. If your Infected brethren o osite direction, thus spliing up the human so you or
join in, there’s even more chance of Survivor death! your Infected friends can pick o both of them.
* Tanks take such focus to defeat, they are the perfect cover * Tanks are prone to Molotovs and Bile Bombs, so bear
for other Special Infected to launch aacks, either during a down on a foe to intimidate any throwers into meing
Tank aack, or just afterward, when the Survivors are sti up, target the Molotov-thrower with a punched car or
recovering from the fight. The only problem is that you are thrown concrete, or maneuver away from the impact
powerful enough to ki other Special Infected, so have them spot if you can. Once on fire, lumber quickly and ki the
give you enough rm to punch! Survivors if you can, or drop into water.
* The many routes in the campaigns aow Tanks to storm * Don’t be aracted to foes moving over obstacles that
in from a side or rear of a main thoroughfare, which as might slow you down. Kp moving as quickly as you
to the surprise and cootion. can (but try to stay out of wide-open areas where
* Tanks don’t nd to rip concrete and throw it at foes to Survivors can easily su¨ound you and blast at you).
make a point. Refuse bins, cars, and (in Dark Carnival) Smash vehicles or throw your concrete or pin foes in
bumper cars can a be punched and sent tumbling toward a dead end or corner. When you’re throwing concrete,
an enemy Survivor. Don’t forget this aitional ranged aim at where the Survivor is likely to be, not where he is
aack, which is quicker to implement! Also, use this to cu¨ently.
knock scenery out of your path instead of lumbering * Tanks can throw concrete at Survivors to ease their
around it. Players who control the Tank should always aºreion meter. They can also aack and then retreat
lk for objects that they can strike, since anything that to wait for Infected brethren to respawn, as long as they
hits a Survivor causes instant incapacitation. can throw or aack before the meter runs out.
The Witch
Primary A ack: Charge
and swipe (short range)
TAKEDOWN TACTICS
Secondary A ack: Claw
on flr (short range)
(AGAINST SURVIVORS)
* You should stand near Witches (or cars with alarms) to
Strengths: Fast;
entice Survivors to sht at you and poibly wake the
frightening; easily
Witch (or raise the alarm).
incapacitating aack;
strong
Weaknees: Can be
completely avoided; easy TIP
to hit while clawing her Bile Bombs don’t work we against Witches, as they race to
victim
you faster than Coon Infected can get to them.
Audible Clues: Faint
so½ing that gets louder
as you near
Description: Past
Survivors speak about the Witch in hushed tones. These
banshs were deadly but stationary. Siing on the ground
and crying, they would only get up to aack if provoked
by flashlights, loud noises, or arms fire. However, Witches
are now able to prowl around, often in broad daylight. (In
the Hard Rain Campaign, they’ve even developed a bit of a
swt tth—scores of them prowl around the sugar mi.)
Luckily, they sti just want nothing more than to be left
alone. Turn o flashlights and crp around. Survivors who
fail to wi anger the Witch, who wi aack until she kis
the Survivor, or until teaates can sht her o. Once a
Witch has kied the Survivor who startled her, she wi run
away.
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The Basics survivors and infected Weapons and equipment Campaign Surviving and Scavenging achievements/appendix extras
Weapons
You’ be kiing Infected with a variety of ranged weapons most of the time, although only one Primary Weapon may
be ca¨ied at once. Primary Weapons come in two general varieties: Standard and Enhanced. Although both are recom-
mended for zombie aihilation, Enhanced weapons (which are generay more potent versions of their Standard
counterpart) represent a beer overa choice. Of course, Standard weapons are much more coon (and likely to be in
a Safe Rm), but a weapons are distributed completely randomly.
Primary Weapons
Autoshotgun SPAS Shotgun
Damage: High Reload Time: Slow Damage: High Fire Mode: Automatic
Penetration: High Fire Mode: Automatic Penetration: Low Magazine Capacity: 10
Auracy: Low Magazine Capacity: 10 Auracy: Low Total Ao: 90
Range: Short to Total Ao: 90 Range: Short Standard Variant:
intermediate Enhanced Variant: SPAS Rate of Fire: High Autoshotgun
Rate of Fire: High Shotgun Reload Time: Medium
Both of these weapons oer very similar performance and are swap to a Mel Weapon, instead of being ravaged while you
extremely impreive at tearing large, meaty sections out of aempt to reload.
zombie torsos or groins. But the SPAS Shotgun has a faster Although the SPAS Shotgun fixes this problem, shes are
reload time, although you’ run out of aunition quicker, t. sti being loaded one at a time, which means a long period
For house-to-house investigations, action in na¨ow or of inactivity as you refi the weapon. You can cancel the
sma enclosed spaces, or aeyway action, this weapon is a SPAS Shotgun reload, unlike other weapons (the Hunting
fantastic choice. It is a le fantastic choice when aiming at Rifle, for example).
Prima Official Game Guide
medium or long ranges, as the blast radius widens. Also, use either of these weapons to blast away at a
Due to the Shotgun’s automatic nature, you can reload na¨ow gate or hatch out of which enemies are spiing.
single buets even when the capacity is empty. This doesn’t These weapons are also great to use on Special Infected,
give you the same quick firing, but is a gd stop-gap including Tanks and Witches, because the damage they inflict
measure if you’re being aacked while reloading. Combine is exceent.
this with Mel Shoving. The main disadvantage of these weapons is a arent when
Pair either Shotgun with a Mel Weapon so you can blast you encounter only a few enemies. A weapons usuay drop
away at enemies as they close and then (in Horde situations) a Coon Infected with a single shot, so a weapon with a
much larger capacity is more economical.
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Damage: Medium Fire Mode: Single-shot, Damage: High Reload Time: Slow
Penetration: Low Pump action Penetration: High Fire Mode: Pump-action
Auracy: Low Magazine Capacity: 8 Auracy: Low Magazine Capacity: 8
Range: Short Total Ao: 56 Range: Short to Total Ao: 56
Rate of Fire: Slow Enhanced Variant: Pump intermediate Standard Variant: Chrome
Reload Time: Long Shotgun Rate of Fire: Slow Shotgun
The combat Shotgun made of chrome and the military-spec blast foowed by another Shove. Repeat this technique
Pump Shotgun both inflict a huge amount of pain on a foe, as during periods where you’re being swarmed. Shoving while
their blasts spread out to encompa multiple foes in a single reloading is an exceent trick.
spray. The Pump Shotgun oers greater damage, penetration, Run to the front of your team when tackling foes, checking
range, and aunition, but it certainly isn’t as shiny. to make sure interior locations are secure, and investigating
These weapons oer you the ability to blast foes ruing unexplored areas—that way you can utilize the weapon’s
at you adjacent to one another. The Shotgun has a wider short-range strengths more easily. These weapons favor
area of eect than most other weapons. Make up for the aºreive play. They also are adept at dro ing Special
slow reloading of both variants by reloading constantly. Infected, including Witches before they are startled.
Don’t wait until you run out of shes in your chamber. Make Be extremely careful blasting this weapon when aempting
sure your team knows you’re gd for only a few, devas- to help a downed or iobile player, or if one of your
tating blasts. teaates croes your field of vision. The wide spray of
If Mel Weapons aren’t available, you can at least the shot makes friendly fire incidents coon.
push the Infected back with a Mel Shove, then fire a
Damage: High Reload Time: Very slow Damage: High Fire Mode: Semi-
Penetration: High Fire Mode: Semi-automatic Penetration: High automatic
Auracy: Very high Magazine Capacity: 15 Auracy: High Magazine Capacity: 30
Range: Intermediate to Total Ao: 150 Range: Long Total Ao: 180
long Enhanced Variant: Military Rate of Fire: Medium Standard Variant: Hunting
Rate of Fire: Slow Sniper Rifle Reload Time: Medium Rifle
For those sking long-range takedowns, the Hunting Rifle range and height has an advantage, such as the Smoker, are
and its military spec equivalent are both exceptional choices. nuified with these Rifles.
The Hunting Rifle has incredible a°uracy, but the Military You can even knock back a Witch with the force of a
Sniper Rifle has beer range, quicker firing and reloading, sniper buet (usuay prior to her waking and dispatching
and a larger capacity. her before she becomes a problem). Tanks are tackled
If you have an exceent vantage point and you’re covering with headshots from range; you have only their concrete-
your teaates who are likely to be tackling foes within throwing to wo¨y about.
your field of fire, you can target multiple Infected and send a Of course, the weapon is next to usele in close combat
single buet through them. Buets also travel through some with a Tank, and even worse when it nds reloading, which
was, which aows an a°urate retaliation without a specific takes a long time. If the rate of fire is t slow, try to find
visual on a target (for example, if a teaate is struºling the military variant.
behind cover).
With single shots, friendly fire becomes le of an iue,
Both weapons are scoped, which further improves an but if a teaate strays into your target zone, they can be
already optimal a°uracy. (Scoped combat is the way to badly wounded. It is also extremely easy to be ambushed
utilize this weapon, despite its limiting your maximum spd.) when using a Sniper Rifle. Kp a teaate near you to
A skied sharpshter can tag a number of foes quickly by prevent this.
moving from target to target, including Special Infected, to
due to the high buet damage. Special Infected foes that use
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Damage: Low Reload Time: Fast Damage: Low Reload Time: Short
Penetration: Low Fire Mode: Automatic Penetration: Low Fire Mode: Automatic
Auracy: Medium Magazine Capacity: 50 Auracy: Medium Magazine Capacity: 50
Range: Short to Total Ao: 650 Range: Medium Total Ao: 650
Intermediate Enhanced Variant: Rate of Fire: High Standard Variant: SMG
Rate of Fire: Very high Silenced SMG
If you require a low-damage, rapid-firing weapon in either nature, sht the SMG in bursts so you don’t ki a foe and
noisy or almost-silence variants, the SMG and Silenced SMG continue to rake the corpse ndlely with valuable buets.
are both exceent choices. The Silenced SMG is obviously Liaise with the rest of your teaates so that you can kp
beer to use when you don’t want to aract enemy aention as much of the weapon’s aunition conserved for as long
(near Witches, or when you’re racing through a campaign), as poible. Let a Shotgun-wielding friend take point, move and
but the silencer slows the firing spd slightly. crouch so foes fire above your head, and whip out a Mel
Both SMG variants are great to use, but Aault Rifles are Weapon when facing more than thr foes at close-combat range.
more powerful and considered a beer bet, if you can find Continue to perform with pairs of weapons that work we
one. However, you can’t beat the rate of fire of an SMG, together, such as arming yourself with an SMG for interior
which naturay means you nd to kp a watchful eye on takedowns and aeyway strafing, while your friend wields
your aunition depletion. an Aault Rifle and tackles foes a longer distance away.
The SMG is gd alternative to any of the Shotguns when Also remember the Silenced SMG can aow you to pa
you’re moving through building interiors and you’re facing through areas where foes haven’t sn you without causing a
close- to mid-range combat. Due to its automatic firing ruckus—a great help if your team is low on items.
Damage: Medium Reload Time: Fast Damage: Medium Reload Time: Medium
Penetration: High Fire Mode: Automatic Penetration: Medium Fire Mode: 3-round burst
Auracy: High Magazine Capacity: 50 Auracy: Medium Magazine Capacity: 60
Range: Short to long Total Ao: 360 Range: Medium Total Ao: 360
Rate of Fire: High Enhanced Variant: Desert Rate of Fire: Medium Standard Variant: M-16
Rifle Aault Rifle
If Shotguns are exceent in close combat and Sniper Rifles These weapons are mainly used to tag foes at medium
are advantageous at long range, the M-16 and Desert Aault range, but with similar penetration potential as the Hunting
Rifle variants are fantastic, multifunctional, general-purpose Rifle and no a°uracy problems at range like you have with
Primary Weapons that are useful at most ranges. the Shotgun, the Aault Rifles can be used with a steady aim
The M-16 and Desert Rifle serve this purpose we. The to bring down foes from long range.
M-16 is perfect for every situation, while the Desert Rifle is This versatility means the weapon can be used to cut
great for quick bursts of buets designed to cut a Coon down foes in na¨ow, close, or interior combat situations
Prima Official Game Guide
Infected or weaker Special Infected down without having as we. Because it can rale o shots faster than other
to manuay fire two to thr shots, which is how many it weapons and the damage impact is high, this is a gd
usuay takes to drop an enemy. choice for tackling foes with higher toughne, t, such as
The Desert Rifle is great because you can fire the single, Chargers and Tanks.
thr-shot bursts quickly, cuing a Coon foe down Because these Rifles are useful in almost every situation,
no maer what the range (auming a°urate strikes are be careful not to expend t much aunition. With the
inflicted), before rapidly retargeting and repeating the M-16 or Desert Rifle, you usuay run out of buets at a faster
proce. rate than other with weapons. Conserve your ao by using
Mel Weapons during close-combat fighting, and aim at the
heads of foes, especiay at longer ranges.
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Secondary Weapons
Pistol (and Dual Pistols) Magnum Pistol
Damage: Low Reload Time: Fast Damage: High (for pistol) Fire Mode: Semi-
Penetration: Low Fire Mode: Semi-automatic Penetration: Medium automatic
Auracy: Medium Magazine Capacity: 15 (30) Auracy: Medium Magazine Capacity: 8
Range: Short to Total Ao: Unlimited Range: Medium Total Ao: Unlimited
intermediate Enhanced Variant: Magnum Rate of Fire: Medium Enhanced Variant: Pistol
Rate of Fire: Medium Pistol Reload Time: Medium (and Dual Pistols)
You begin with a Pistol, which is used when you are incapac- a Magnum hand-caon instead of reloading your Primary
itated, no maer whether or not you’re armed with a Mel Weapon if you nd to kp on firing, or if you’re wo¨ied
Weapon (which takes the place of a Pistol or Magnum). Your about your Primary Weapon’s aunition reserves (a
triºer finger nds to be itchy—the faster you manuay fire, problem with SMGs).
the more buets are released from the chamber. The Magnum (which you can pick up during the Hotel stage
Dual-wielding is advisable, for obvious reasons (greater of Dead Center when a Primary Weapon isn’t yet available)
aunition and rate of fire). Pistols are a°urate and is a great alternative to a Primary Weapon if you want quick
perform beer at longer ranges and are, therefore, a gd headshot executions of the Coon Infected, instead of a
choice to pair with a Shotgun so you have range and large number of shots (which the Pistols are beer suited for).
flexibility with your takedowns. (Although having a teaate This hand-caon is usuay a beer bet than Pistols, as it also
perform this function is usuay a beer plan.) has unlimited aunition but is far more eective. Its drawback
Alternatively, you can partner Pistols with a Sniper Rifle, is its relatively sma chamber, but this is made up for with a quick
so you can fire on long-range foes while moving, which reload time. Note that you can’t duel-wield the Magnum.
is more diicult with a Sniper Rifle, especiay one that is With either Secondary firearm, you may wish to drop it for
scoped. You can also flip to a pair of fuy loaded pistols or a Mel Weapon to give you greater flexibility.
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Damage: Very High Reload Time: N/A Special Infected are also susceptible to the Chainsaw, but
those with more mel aºreion (such as the Charger,
Penetration: N/A Fire Mode: N/A
Tank, and Witch) can easily overcome the aack with their
Auracy: N/A Magazine Capacity: N/A own strikes, even though the Chainsaw can damage them. So
Range: Very Short Total Ao: 30 seconds aack while these foes are preo°upied.
Rate of Fire: N/A of continuous use
The fuel for the Chainsaw slowly depletes and is gd
This gardening implement, now repurposed for Infected for 30 seconds of continued use. So, you should thrust the
nuification, is a mel combat-fan favorite. After a couple of Chainsaw only when enemies are within the blade’s range.
seconds’ delay to start the motor, this becomes a te¨ifyingly But for cuing through a solid circle of Infected, there’s
violent bringer of bld. Produce and activate the Chainsaw nothing beer; in fact, you might encourage your friend
as the zombies close in, and not when they reach you or to throw a Bile Bomb over you just so you can reay let
you’ be mauled for a couple of seconds. rip! Note that once the chainsaw’s fuel runs out, you’ be
equi ed with a single pistol in its place.
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Oxygen Tank
Similar to the Propane Tank, hiing an Oxygen Tank results in the preurized canister
exploding after a short delay (and audible hi), which can be aoying if foes run past
before the detonation.
Gauge the time that it wi take a distant enemy to reach you and fire on the Oxygen
Tank so it detonates as the foes a¨ive. Or simply lob in a Bile Bomb so foes swarm at the
Oxygen Tank and then sht it. Just like the Propane Tank, the exploding Oxygen Tank is useful for causing ho¨ific damage to a
Tank or Witch and also temporarily stuns them, aowing your team to finish the foes with a lile more time to spare.
Defibriator When you administer the First Aid Kit, you are prone and
Encountered infrequently almost iobile (you can walk very slowly) for around 4
and easily distinguishable, seconds, so request cover from a teaate. First Aid can be
Defibriators oer the user given to a wounded teaate (who can provide the cover
the chance to save the life of for you, but can’t move faster than a stro).
a downed teaate if they Around 60 points of the Health you have lost is restored
have already su°umbed to when you use a First Aid Kit, up to a maximum of nearly 100
their wounds, but before they Health. This means you receive much more Health if your
are transported to a Rescue Closet. Get to them during the Health is closer to zero than 100, so judge the optimal time
minute or so that their corpse is lying on the ground. to use it. As you begin to slow down at around 50 Health or
Administer the Defibriator as you would any other item le, this is the time to administer First Aid, but try to survive
and requesting cover from remaining teaates so you a lile longer if aitional Kits are not available.
aren’t aacked during the resuscitation. When complete, the
victim is revived, although they sti may nd aitional FIRST AID
healing.
STATIONS
The Defibriator isn’t usuay picked up in favor of First This wa-mounted cabinets contain a combination of First
Aid, due to the (understandably) selfish nature of Survivors. Aid Kits and Pain Pis and are a welcome sight to a weary
However, if you usuay take a long-range view of combat, adventurer.
you might ca¨y this device to use on an aºreive
First Aid Stations a ear in many (but not a) Safe
teaate who gets into a situation they can’t resolve with
Rms, and also are scaered about in other buildings,
blind, ugly violence.
although they always a ear in the same place.
Try gra½ing these to use during a finale or other major
The contents of a Station is dynamicay determined
o°u¨ence where you know there’s likely to be Health
by the A.I. Director. If your team is healthy and hasn’t
already available, such as the finale at the Burger Tank eatery
used many First Aid Kits or Pis, don’t expect many items
during Hard Rain.
in here. If your team ho½led to a Station and almost
expired, expect the cabinet to be packed with First Aid
First Aid Kit Kits and Pis.
First Aid Kits are found doed
randomly through a location,
although the number leens
on more diicult game
Prima Official Game Guide
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The Basics survivors and infected Weapons and equipment Campaign Surviving and Scavenging achievements/appendix extras
NOTE
The items your teaates are caying are visible to you. Items aear on their personages, either on a
Belt or Backpack (hence the named genre of items), but they also aear along the boom of your scrn,
above your team member’s Health. If you’re wounded, or require a Health item, or you’ve found an item
and another team member nds it, a quick check of their inventory helps your cause.
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Dead Center • Dark Carnival • Swamp Fever • Hard Rain • The Parish
Lking 4 Guidance?
There are five dierent campaigns to aempt in Left 4 Dead 2. Within each campaign, there either four or five sections,
known as “stages.” Here is a complete list of a five campaigns and 23 stages:
For the purposes of this guide, we have further subdivided Stage: A large subsection of a campaign that you can also
most stages into subsections we ca “areas,” each having pick from the in-game menu. An example of a stage is
its own number. Areas are self-contained portions of a Plank Country.
stage, such as a group of selements or an area of land, Area: A fuy labeled (and found only in this guide)
divided so that you can easily find a particular chokepoint subsection of a stage, divided and numbered to give
and read tactical information about that locale, which we clarity to the tactics shown.
ca “locations.” Location: One of betwn six and ten waypoints, choke-
Campaign: One of the five large-scale undertakings you points, or problem zones within an area that are labeled
and your team play, for example, Dead Center. for this guide. Each location provides specific tactics. An
example is Location 1A.
A Sma¢ Sampling
The sample page elements shown here list the various elements contained within this Walkthrough, so you can
understand exactly what you’re reading. Here’s how a the information breaks down:
1. Campaign Introduction
After the campaign poster, brief explanations of the four
NOTE
or five stages within the campaign are detailed. After this Due to the random nature of the A.I. Director’s whim, the
you’ find a picture and notes on the Uncoon Infected placement of items on the maps isn’t completely exact.
that a ears only in this campaign. Then comes a list of Sometimes an item is there. Sometimes it is not. But be
Achievements that are unique to the campaign, so that prepared to scour a ten-ft area around the item icon; as the
you’re aware of what unlocks, when, and how. dot shows the general location of an item, or multiple items.
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Dead Center • Dark Carnival • Swamp Fever • Hard Rain • The Parish
In the top corner of many pictures is a location label. This Once a the area locations have bn detailed, an
means the picture co¨esponds to the location on the aitional box caed “Eective Infected” is shown. This
map, so you can s the environment that has already text gives tactics you can use when playing as Special
bn pinpointed. Infected in this area during Versus mode.
Aitional pictures may also be shown to give credence Then the Walkthrough moves to the next area.
and extra visual guidance in a particular location.
The guide also presents Notes (informational boxes),
Tips (handy mini-tactics for you to try), and Cautions NOTE
(problems or dangers to be aware of). The information contained within this Walkthrough is
designed to be used with the foowing gameplay modes:
* Campaign * Realism
* Versus (including E ective Infected box) * Single-Player
Map Legend
Location
Randomly aearing
Item/Weapon/
Equipment
Randomly aearing
Item/Weapon/
Equipment (interior)
Stage-specific switch
1
or tri¦er
First Aid Station
Poible Fuel Can
Location
Re-fuel point
(Scavenge maps only)
Note: The Map Legend
alies to the Scavenge
and Survival maps in the
next chapter as we.
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Dead Center • Dark Carnival • Swamp Fever • Hard Rain • The Parish
Hotel • Strts • Ma • Atrium
Prima Official Game Guide
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Dead Center • Dark Carnival • Swamp Fever • Hard Rain • The Parish
Hotel • Strts • Ma • Atrium
Campaign Overview
Stage 1: Hotel Stage 3: Ma¢
The Hotel Vaah “Safety” is a relative
is on fire. The term; this ma
helicopters aren’t isn’t as secure as
coming back. you were hoping.
Fight or be fried. The relentle and
Learn the basics slo½ering undead
of Infected cuing are prowling the
as you descend meÂanines; fight
out of this dmed Page 40 your way through Page 56
structure, and fuy Liberty Ma to a
stock your inventories. third-flr Safe Rm.
UNCO ON INFECTED:
Achievements
CEDA AGENT These Achievements are available during this campaign. For
advice on completing them, consult the A endices at the
A government agent clad in a once- back of this guide.
protective (but bulky) hazmat suit, this
shambling entity a¨ives in a variety
of suit colors, a of which are flame Price Choer Survive the Dead Center Campaign.
resistant. They ca¨y Bile Bombs,
which is perfect to pick up and use Coect 10 vials of Bmer vomit
later. Roed Zombie from infected CEDA agents you have
kied.
Sti Something
Survive a campaigns on Expert.
to Prove*
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Dead Center • Dark Carnival • Swamp Fever • Hard Rain • The Parish
Hotel • Strts • Ma • Atrium
Hotel
Checking Out: Hotel Overview
Against the backdrop of a city in the midst of an a-out apocalypse, your rescue from the rf is dmed, meaning
you nd to escape the Vaah Hotel on ft. Grab weapons and head down to the eighth flr, working your way
through the co¨idors craed with frothing Infected (Area 1). Bale your way to the other stairwe and descend to
the seventh flr (Area 2), where the fire is more severe, and the threats more numerous. Waste no time entering the
elevator to the lo½y (Area 3), where you can bale your way through fire-fied chambers, acro a reception area
where flaming bodies fa out of the sky, and sk refuge in your first Safe Rm.
+ Careful positioning and backing your teaates up - Lingering on the ledges (even with balconies), in
aow you to control the flow of the Infected coming front of windows, or by the fire is a te¨ible idea.
toward you. - Limited maneuvering means strafing and dodging
+ Mix your Mel Weapon- and Pistol-wielding become far le easy; watch for Infected charging
teaates and kp to one side of a co¨idor so you.
you don’t step into the aim of others. - Hotel drs are open so foes can ambush you, or
+ Although it may be initiay bewildering, once the closed so fire can burst out if you open the dr—
optimal route is learned, you can quickly sprint so don’t!
through this hotel with ease.
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Dead Center • Dark Carnival • Swamp Fever • Hard Rain • The Parish
Hotel • Strts • Ma • Atrium
Flr 8—Entrance
Wounds 1A
1B 1C 1D
1A
UNCO ON INFECTED:
CEDA AGENT
Throughout the hotel and through
much of this campaign, you may find
yourself jostling for your life against
this bulky-suited zombie; he is prf Step into the
that the “Grn Virus” can even pa co¨idor with a
through protective hazmat suits. Mel-weapon
Chse a part of the head you’d like wielding
to s pop and viciously aack it for teaate in
most proficient kiing results. Other the mile, and
than being impervious to fire (both inside the hotel and Pistol-packing
from thrown Molotov Cocktails), CEDA Agents should be friends oering
cued in the same way as Coon Infected are. covering fire
from behind.
Threats come
from the co¨idor ahead (picture 1), as we as from Rm
800 on your left (picture 2). Wo¨y about your left flank being
ove¨un by the Infected. Rampaging through the hotel rms,
instead of heading directly down the co¨idor to Location 1D,
is another option. At this point, make a decision whether to
check the conference rm on your right (near Location 1C),
or aempt a rm-to-rm bldbath (picture 2).
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Hotel • Strts • Ma • Atrium
TIP
You have a number of pathway options to chse from as
you situate yourself in the main co¨idor. The next main These rms should be thoroughly and methodicay
location is the corner of the main L-shaped thoroughfare checked for items, which are found on the flrs, beds and
betwn the rms (Location 1D). You can reach there by bathrms. Coecting valuable items is the main reason you
means of the hotel rms and ledges, or by heading down should lengthen your time here and bale more Infected
this co¨idor. However, at the co¨idor section with a dr than you might otherwise have to face.
marked “Suite A” (picture 1), you can step into a conference
rm (picture 2), remove any zombified threats you s, and
pick up a few key items. Not only that, but this is the largest Caution
rm on this level, with a table you can move behind for The ledges and windows are highly dangerous. Aside from the
defense if the Infected mount a ma charge. vertigo you may experience, also, Special Infected can easily
A cursory inspection of the rm reveals this to be a knock you over the edge, causing you to fa and grab the ledge,
CEDA coand center of some type. The maps and data or to your death, so spend as lile time as poible outside.
indicate the viral threat isn’t completely contained. Check the
board with information on the “Bmer,” and then figure out Cornered
your best route to Location1D. The optimal path is straight 1D
down that central co¨idor. However, there’s another option.
Prima Official Game Guide
Foow the “Exit” sign iuminated on the ceiling and reach the
corner of the main co¨idor (1D). Turn to view the subsequent
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Dead Center • Dark Carnival • Swamp Fever • Hard Rain • The Parish
Hotel • Strts • Ma • Atrium
TIP
Have you bn spat on, throled, or otherwise manhandled
by a Special Infected? Sometimes it is beer to retreat
slightly and wait for Spier vomit to diipate, and then
split your team into pairs that watch each other’s backs for
any of the most specialized ambushes.
TIP
S those Infected burning meily in the first rm? Leave
them to coapse on their own; they die and don’t aack
you. They just stumble about for 30 seconds or so before
kling over. But don’t enter the burning rm itself; a
singed Survivor isn’t a healthy Survivor.
There are numerous options during Versus mode if a
you care about is inflicting pain and death on the four
Survivors. Chargers (as shown) and Jockeys can knock
or str Survivors o ledges and out of windows of the
u er hotel flrs—a thoroughly satisfying plan. Smokers
can hide on the other side of fire-fied rms (using
bathrms or other hidey-holes) and pu Survivors into
fire.
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Stairwe Slaughter 2A
2A 2B
2C
3A
Shut the stairwe dr behind you to 2D
prevent rear aacks and, with some of your
team at the top of the stairs aiming down at
the Infected you’re cuing a swathe through,
methodicay work your way down to the
dr marked “Flr 7.” This level has a flr
plan that is identical to Flr 8, but you’re
a roaching from the o osite direction. Oh,
and most of this flr, including the stairwe
you’re in, is on fire.
TIP
Prima Official Game Guide
Suitcase Ba¨icades
and Elevator
2D
NOTE
There’s a storage rm and a hotel rm on each end
of the lounge. These locations (plus an exterior set of
balconies) can be checked; expect further fighting and
equipment.
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3E
3F TIP
Finish
At this point, two of your team should have Primary
Weapons, while the others are using Pistols or Mel
Weapons. There wi sn be enough Primary Weapons to
go around, but chse who is gathering the initial weapons
The Unsafe Elevator before you reach this point.
3A
Frying in the Kitchens
3C Ensure that
anyone without
Belt Items has
them (there are
some spectac-
ularly fiery ma
deaths to cause
with a we-
positioned Bile
Bomb or Pipe
Bomb as long as you’re out of range of the explosion). Force
your way into the rm marked “Kitchen.” Move proficiently
As you ride the elevator down, smoke begins to sp in, a through this rm, concentrating only on the fire-prf
prelude of the chaos on the ground flr. Prepare for a ma CEDA Agents or any Infected not on fire. Avoid fire damage
onslaught as the drs finay open. Stand with a view of by leaping over the counter, moving to the far left corner,
the burning lo½y beyond, and take up defensive positions and then turning left and heading for the exit dr; this route
so you can easily drop foes as they race down the co¨idor. is fr of fire.
Work with your team to provide the first teaate who
dashes into the inferno with covering fire. Lo½y Inferno
Fire-Fied Co¨idor 3D
3B
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Leap through 3E
the fire like a E ECTIVE
maniac, or foow
a safer, lping
INFECTED
route (shown on
the guide map).
Kp your Flash-
lights on and
search through
the smoke for
the exit drs (just visible in picture 2).
Streets
The Road to Ruin: Str£ts Overview
You haven’t quite escaped the Vaah Hotel yet. Sti to traverse are an entrance area where CEDA aempted a quarantine,
and then a sprint down the road adjacent to the hotel en route to a maintenance stairwe that aows a°e to an
aeyway, and a portion of Interstate (Area 4). Head into a second maintenance building and begin a drop down to another
road, which wends up to a long walkway bridge that ends with a joyous stumble upon a Gun Store craed with the
latest in weaponry (Area 5). If only you could take it a. With your path blocked by a tanker, you nd to request paage
from the gun nut on the rf, who’s ha y to use his rocket launcher, but only after you’ve delivered a sugary treat to his
hidey-hole (Area 6). Then it’s simply a maer of croing the corpse piles in the ma parking lot. Sti, it’s a lovely day….
+ You have aitional space in many areas to strafe - The Special Infected can climb and lurk above you
around enemies; fan out and check a direction, as in areas you can’t reach. Lk up often, and lk
you progre. out!
+ You’re never far away from a new Belt Item; use - Without careful plaing, your cola coecting and
them instead of hoarding them, or risk being other tasks can become impoible. Chse who
ove¨un. does what!
+ There are locations (4G, 5A, and 6A) that caot be - Expect at least one Tank during this operation. Learn
returned to once you cro them. Grab what you what it takes to drop it using the tactics presented
can before continuing. earlier in this guide.
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Streets: Area 4
Start
4A
4D
4B
4C
4E
4H 4G
4F
stay on the
Mow down foes that spot you through the dr bars, or left side and
open the dr for easier cro-fire o ortunities. When weave through
there’s a lu, reload and step outside. the coaches so
that you’re only
aacked from ahead and the right (picture 2). Move to the
Caution top of the sloping ground with your team checking dierent
The Infected are relentle; don’t just stand here and directions to ensure that you’re not outflanked.
hope to que every animated corpse in the city; you must
kp moving!
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Maintenance Stairwe
4D
Expect heavy
resistance as
you step out of
the tuel, move
Although it may sm like a tight squze, there are tactical past a parked
benefits to quickly a°eing the maintenance stairwe near car (picture 1),
the cop car: you know your exits and can easily defend this and maneuver
area … but not indefinitely! Have one of your team checking over the gray
behind you while the others clear the interior stairs of any verge with hedge
foes (picture 1). Closing the dr behind you waylays any thickets where
foes, t. Inspect the entire interior, as there’s likely to be Special Infected love to ambush you. As long as you’re
familiar with the layout of the verge and the fact you
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E ECTIVE
INFECTED
For the first time, Special Infected have a real height advantage over the Survivors, and can aempt to trap foes
from above, which is especiay poible after they exit the first maintenance stairwe (4D; picture 1). Snag a foe, yank
them up, and back away from the edge so you’re even harder to hit. If other Infected aack at the same time, this
can reay impede your foes’ progre.
The bushes at Location 4F (picture 2) also make a gd ambush spot, and pay particular aention to straºlers; if
you grab one at the refuse container (4H) after the others have dro ed down, you can rake them with claws without
risk of the victim being rescued—a real coup for your side. Spiing in enclosed areas is another fine plan, as is
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waiting for a ma or Horde of Coon Infected to strike and then launching your aitional violence.
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5A
5B
5C Combat is likely to be heavy at this juncture. The available
aunition and weapons, and the na¨ow bridge you must
5D step onto to reach the road below mean you should expect
two or thr Special Infected and a ma of Coon
Infected, especiay on the road below. You can lob down a
Pipe Bomb and clear the area (as shown), or have one team
member with a close-combat weapon (Mel or Shotgun)
drop down, while others on the bridge (or standing on the
chemical toilet or CEDA trailer) provide sniper backup.
5E
Caution
5F When you’re loing projectiles, such as the Pipe Bomb
and Molotov or Bile, don’t just stand there and watch your
handiwork; you’re probably being outflanked by a Hunter or
other Infected aoyance. Remember: you’re never safe!
No Pedestrians:
Only Mutations
Stay close (but 5B
not bunched
together) as you
head up the road
to the corner
A.I. DIRECTOR’S CUT by the concrete
Vehicles parked throughout this area may be alarmed, ba¨icades and
so lk for warning information and avoid them the “No Pedes-
a°ordingly. trians” sign. You
can easily hop
over these low ba¨icades and head up the steps to Location
5B, but if you have numerous Infected to cu, the wider
expanse of roadway makes target practice a lile easier. Note
that the overpa (5D) you’re about to cro can be sn in
this picture.
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6E
6A
6C
6B
6H
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NOTE
The other way to aempt this is to wander aimlely around
the parking lots with lile sense of purpose. Eventuay you
can achieve this goal by graing the cola, moving forward
until you’re aacked, drop the cola and punish the enemies,
and then pick the cola up again. But your Health takes a
baering and you risk a«itional aacks.
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6H
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Mall
Chop ’Til You Drop: Ma¢ Overview
Liberty Ma was a fine place to shop, but it is now a ho¨ific place to die, which may o°ur if you don’t plan in advance
and know exactly what threats you face, and what tasks to complete. The layout of the ma is initiay confusing, but
once you realize you’re heading through two flrs of Ka el’s Fashions (Area 7), then descending into Flr 1 before
heading back up to the second flr for an escape through a maintenance co¨idor (Area 8), you begin to understand that
moving verticay is as important as horizontay. The final section (Area 9) begins in either a toy store or a service tuel
(depending on the A.I. Director) and pits you against the Horde as you aempt to shut o an alarm, after which a final
frantic rush betwn flrs to a half-finished Safe Rm concludes your cho ing spr.
+ More than other stages, a methodical a roach in - The layout of this ma is confusing: There are many
the ma helps you survive and thrive; kp moving, dark corners, and shuered gates you can’t a°e.
but not t quickly. - If you move t far ahead or behind your team,
+ Scaered items are more numerous than you think expect a savaging. “Stay together and live” is a
and the balconies oer exceent Belt Item combat mantra to repeat.
o ortunities. - Special Infected love to leap or lao you from
+ Lk for visual cues, such as to led planters, ma above, and faing two flrs means certain death.
posters, and signs so you know where you are.
7A
7B
7D
7C 7F 7C
7E
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Caution
Not a of the mesh fences are safe because some don’t go
a the way up to the ceiling, which aows Infected to climb
over them. So sht anything that moves, even if it’s on the
other side of the mesh fences.
you may have just kied. With one team member checking
behind you (as Infected are sti likely to ascend the escalator TIP
you just used), move to this gate and clear the ma flr
beyond. This gate oers reasonably gd protection as The sner you realize you have no way of securing an area
Infected have limited maneuverability through the gaps. (as a«itional Infected always eventuay aear behind you
in areas you’ve previously cleared), the more chance you
Fr-for-A in the Ma have of surviving. Continuously move forward; stationary
The ma 7F combat sn spes dm!
meÂanine has
balconies on E ECTIVE
each side and a INFECTED
central escalator.
When you
reach the top
(7F), descend
as quickly as
poible so
you can spread out when you reach Flr 1 (Location 8A)
below. The area beyond the escalators is blocked, meaning
you only nd to spend aitional time in this meÂanine if
you’re searching for items. If you have maes of Infected
aacking you along both balconies, cut o one of their
routes with a Molotov, then concentrate on the other area
where foes are swarming. As sn as it’s safe, move down
either escalator to Flr 1. The Infected have more of an advantage this time, especiay
if you can crash through a gla balcony and cause a death
pluet after a su°eful Jockey strike (as shown). Aack
NOTE from the flr above, including balconies that are ina°eible
You can lk at the ma map at this point, although a to humans. Spit on na¨ow areas, such as escalators, and
beer plan for formulating a route is to check the fu-color swarm escalators, as they are the most diicult area for
schematics aropriated for this guide! Survivors to secure properly. Team up to ensure an enemy is
defeated, and aack any Survivor who is confused, away from
the pack, or wounded. Pray on the weak!
Second Floor
8C
8C
8E 8D
8F
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8G
8A
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8C 8C
First Floor
8C The ho¨ific
carnage
continues
as you head
into the fd
8B
court (picture
1), po ing
zombie heads
near Rke’s
8A Steakhouse and
the always-delicious Taco Bucket. Don’t expect the savagery
to let up as you methodicay turn and check behind each
of the portable kiosks (one team member on each side
works we for catching wayward foes), and head under
the escalator and around to the end of this section of ma
Pulverized by the Planters (picture 2). Or ascend the left escalator without checking
the far end. Watch for foes above you once you hit the
8A
escalator.
No Going Back
8D Race to the top
of the stairs, and
fight a mixture
of Coon and
Special Infected,
paying particular
aention to foes
that can strangle
or ride you to a
drop, and those
8B It can be a bit that are diicult to ki. This is a poible location for a Belt
of a me at the Item; lo½ing in a Pipe Bomb to preo°upy the gaºle of
boom of the sthing undead can aow your team a quick escape. And
stairs, as you at this point, the route is the open dr to the right near
can sti expect the empty white planter. Get through into the maintenance
Special Infected co¨idor, now!
aacking from
above (or down
the escalators). Caution
So move into This is a key place where Special Infected aempt to pick
the dark, sunken area (shown behind Rochee in picture 1) o stra¦lers, as (and this is vital to remember) once you
with the scaered chairs that usuay holds an item or two. step over the dr ramp and into the maintenance coidor,
Push onward past the planters, croing a wide section of you caot backtrack! If one of your team is left prone,
tile flr with a security gate on your left. Infected tend to stranded, or gurgling at the hands of a Jockey, there’s no
charge in around a kiosk (picture 2), so it’s a gd idea to saving them!
spread out acro the width of the flr and catch foes in a
cro fire. 59
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Kidz Unfriendly
NOTE 8G
There are other maintenance coidors in this area, where
maes of Infected usuay charge in from. These coidors
can be searched. They yield minor items, but aren’t usuay
worth inspecting.
E ECTIVE
INFECTED
Aacks from
above, such as
this Smoker’s
lengthy tongue
Now that you’re lashing (picture
in a sma maze 1), prove to
of na¨ow be exceent
maintenance at sto ing
co¨idors, you Survivor
nd to find a progreion, and
way up to the are made a the
third flr, and more su°eful
despite the if you step back
fact you can from the balcony.
fuel Infected down these co¨idors to easily dispatch Aack from
them, there are severe tactical shortcomings to deal with above, below,
as we. More powerful Infected, such as the Tank (picture 3) and a directions
(the worse-case combat scenario in here), can puel you to thoroughly
easily, forcing your team to backpedal or throw a Molotov on confuse and demoralize your foes. Pay particular aention
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9B
9I 9I
9H
9F
9G
9A
First Floor 9C
9B Third Floor
9D
9J
9I 9I
Finish
9E
9F
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No maer which route you take, quickly figure out the foowing:
One person whose primary job is to sprint to the security rm to
switch the alarm o . A Mel Weapon and Adrenaline is advisable. Caution
A second person to sprint along with the ruer, and fend o aacks Self-sacrifice isn’t wise, but it’s preferable compared to
directed at the ruer, taking the place of the ruer if they fa. A racing a the way up to the third flr and being steps from
close-aault or Mel Weapon and Adrenaline is advisable. the alarm switch and trying to fight a Horde of Infected
Remaining teaates to back the two initial ruers by providing while having low Health and eventuay yielding to their
cover suort. Arm these Survivors with longer-ranged weapons claws. If there’s a choice, reach for the switch first!
and with Belt Items at the ready.
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Atrium
Gra¥ing Gi¥s’s Gasoline: Atrium Overview
Jiy Gi½s Jr. was an a°omplished racing driver, although he’s probably watching his next human target through
cold, dead eyes. His vehicle was the real star of the show anyway, and Eis reckons it’s the perfect vehicle to escape
in. This scheme becomes a reality as you enter the atrium (Area 10), which has a number of Fuel Cans scaered about
its thr flrs. A final, frenzy of Fuel Can coecting and zombie decapitating is a that stands betwn you and
frdom at the atrium!
10C
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10B
Start
10A
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10B Step into the elevator and ride it down to the ground flr
while Eis explains the prowe that is (or more likely, was)
Jiy Gi½s Jr. As you descend, check out the car through
the gla; you’re about to aempt a two-part, crazy scheme
to fl the ma once and for a: you nd to fi the car with
gas. Step 1 is to find a Fuel Can, and Step 2 is to bring the
Fuel Can to the car. Simple enough, but expect ma Infected
aacks as each Fuel Can is gra½ed.
NOTE
As you reach the ground flr, a total of how many
sueful gas can pours, and the total nded, aears on
your scrn (as shown). However, the total number depend
After reading the graiti and confirming your predicament, on how many human players are with you: Expect to find
spend a few moments congratulating each other on making betwn 8 and 13 cans.
it this far while you patch yourself up with First Aid and
grab your favored firearms, Mel Weapons, Belt Items, and Refueling the Blue 22
aunition. For the final part of your trek through Liberty
While you’re
Ma, you may want to arm two of your thr team members
en route to the
with close-combat weapons such as Autoshotguns, with one
elevator and
or two using scoped range guns. Don’t wo¨y if you can’t
riding it down,
arm up yet; there’s an information kiosk in the atrium with a
figure out roles
fu complement of hardware.
for every person
Exit the Safe Rm, heading along the na¨ow co¨idor in your team.
with restrms on your left. Check the areas for Infected The initial stages
straºlers, then move to the exit drway (picture 1), and of your Fuel
move into the ma atrium, entering via a third-flr bridge Can search are
that’s under construction (picture 2). Your combat is likely to straightforward
be limited as you cro. Lk left and down at the giant wa enough, though;
poster of Jiy Gi½s Jr. and his race car, the Blue 22. Eis the moment the
sms to be very excited about it. elevator dr
opens, rush and
grab the Fuel Can
directly ahead
of you, then
spin right, sprint
past the Infor-
mation kiosk (picture 1), and pour fuel into the vehicle on the
podium (picture 2). That’s one gaon already! Now, there are
multiple points to remember:
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It is wise to have two pairs of your team, or everyone en Unle you’re playing in Versus mode, where Spiers have
mae concentrating on gra½ing Cans. Then, a single the nasty tendency to set fire to dro ed Fuel Cans, it is
person taking the can and bringing it back, using the Can incredibly eicient and helpful for two of your team to work
to swipe at any Infected instead of dro ing it and in unison to quicken the fiing pace. The first player scales
switching to a weapon (this is useful when only a few the stairs, grabs a Can, and instead of returning it to the
Infected are aacking). The rest of your team is responsible car with intermient Can-dro ing and combat, they throw
for kping the ca¨ier not only alive, but also with a clear the Can down to their coeague on the ground, either at the
path to the car. car or (as shown) under one of the bridges. That teaate
Or, you can a rampage toward the same area, such as moves to the Blue 22 and fis the tank iediately.
up the set of steps to the second flr under the bridge This is not only a swift and relatively safer method, but
you a eared from (as shown; 10B), and when you reach also it frs up the Fuel Can gatherer to stay on u er
an area with a number of Cans, you can quickly split up, balconies to find more Cans before throwing them down. An
each grab a Can, and sprint back toward the car as quickly alternate to this plan is to work as a team of four instead of
as you can. Have one or two of your team ready to drop two, with one pair gra½ing cans and watching each other’s
their Can at the first sign of Infected charges, so they can backs, while the other two guard the Information kiosk and
chaperone the others. car, and empty the Cans into the tank after they fa.
A final, not-quite-as-gd plan is to gather Cans and
drop them independent of your teaates, which usuay
TIP o°urs if your friends are novices, aoying, or computer-
Make sure you have at least one friend covering the controed.
player at the car’s tank, so that team member isn’t struck
during the pour. If they are struck, the pour begins again.
Remember to hold down the buon to pour; it is also TIP
usuay beer to shrug o minor damage and fi the tank This atrium also aears in Survival and Scavenge gameplay
than to stop and fend o aackers halfway through. modes, and the Scavenge mode features an almost-identical
plan for victory; practice on either mode to further hone
your Fuel Can-wrangling talents.
NOTE
Fuel Cans can explode, and Spiers can ignite Fuel Cans 3: A Shortcut Above the Rest
(in Versus and Scavenge modes) with their spile (but not Study the guide
Cans waiting to be picked up). However, Fuel Cans eventuay maps of the
respawn, so if you can survive for long enough, you can atrium to learn
retry a run from a location already cleared. some important,
and excdingly
useful shortcuts.
First, the gla
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flrs on the
u er walkways
can be shot and
dro ed through, which is useful for dodging foes while
ca¨ying a Can. Another shortcut is the white circular planter
(pictured) along the balcony. You can leap onto it, leap o
the balcony, and land on the rf of the information kiosk.
Try finding other shortcuts like this when returning to the
vehicle.
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4: Single-Player Plaing large open area near the car (which is useful to try when
the final Can is being ca¨ied back to the car), and then step
into the designated area. The car roars to life, smashes
through the atrium drs, and you fl the scene with your
a endages (and sanity) mostly intact.
E ECTIVE
INFECTED
TIP
Don’t forget to tl up with weapons, items, and First Aid
at the information kiosk. You can drop onto the kiosk rf,
t; a sniper can wreak havoc from here if he isn’t tangled
Your final aempts to thwart the Survivors’ progre should
up by a Smoker.
involve a clear plan of aack. Learn where the larger
concentrations of Cans are and lie in wait for foes to reach
TIP them. The Spier (picture 1) is a favored foe to utilize here.
After a Survivor picks up a Can, the Spier can ignite the
Are Special Infected ruining your plans? Have two of your Can (in Versus and Scavenge modes) with acid once it is
team pl o to deal with major threats (such as the Tank) dro ed; be sure you use this power at the right moment!
while the others continue to find Fuel Cans; it is always
Use height to your advantage, leaping or laoing foes
beer to kp fueling the Blue 22, even if it means some of
from u er balconies, but when the car is almost refueled,
your team get a lile pueling. move a of your forces to the ground flr (picture 2).
Ma Escape Even after the car is ready to ro, you can stop foes
by kping them away from the car. Use any means
neceary!
NOTE
Oh God, did I just get aacked by a zombie wearing a blue
racing uniform? That couldn’t be the remains of Jiy
Gis Jr., could it?
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Highway • Fairground • Coaster • Barns • Concert
Campaign Overview
Stage 1: Highway Stage 4: Barns
Traic chaos turns You emerge into
into overpa more barker huts,
bldleing as some featuring the
you fight through a sti-functioning
frway to scout an baritone of Mr.
abandoned motel. Moustachio. Grind
Sn you’re fling the bones of the
down a ravine and Infected at the
then struºling up Page 71 bumper cars, then Page 92
a final embankment scale the barns as
toward an rie carnival park. you slaughter your way to the stadium entrance.
Achievements
Stage 3: Coaster These Achievements are available during this campaign. For
advice on completing them, consult the A endices at the
A lot of love is back of this guide.
lost as you bale
your way through STACHE Prove you are faster than
a purple tuel of WHACKER Moustachio.
te¨or, emerging Prove you are stronger than
outside to fl from GONG SHOW
Moustachio.
overwhelming os,
and then onto The Rescue Gnome Chompski from the
GUARDIN’ GNOME
Screaming Oak, Page 85 carnival.
a rickety wden
coaster you scramble acro on ft. Midnight Rider Survive the Dark Carnival Campaign.
Highway
To the Danger Zone: Highway Overview
Facing a blocked Interstate, your team bundles out of the Blue 22, and clambers over the parked cars before leing rip
through the marned drivers who are now turned into frothing Infected. The action intensifies as your team navigates
under the interstate bridges, to a motel (Area 1), where a cuing route through the u er rms becomes neceary to
escape a savaging. With fairground lights blinking in the distance, descend into a ravine (Area 2), and up the other side to
the parking lot outside the Whispering Oaks Fairground, a once-popular araction now ove¨un with the virus-rien and
wretched.
+ The highway and motel areas oer numerous high - With the parked vehicles, bridge, motel, and ravine,
places to stand on; this is a sniper’s dream. there are countle ambush points, so kp watch
+ The ravine is tricky to navigate, but this is eased in a directions.
with a Pipe Bomb, an escaping wade, and a prompt - The lack of visibility makes picking out Witches
riverbank ascent. extra diicult. If it drls, ki it. If it cries, leave it
+ The fairground entrance may have clusters of alone with the lights o.
Infected, but the Safe Rm is out in the open, - Watch out for cars at the motel and fairground.
which makes it easy to run to and defend. They may be alarmed, which is exactly what you’
be when you’re ove¨un by a Horde.
Highway: Area 1
1E
1C
1D 1A Start
1F 1B
1G
1H
A.I. DIRECTOR’S CUT
Vehicles parked throughout this area may be alarmed,
so lk for warning information and avoid them
1I
a°ordingly. Note that the car parked by the Safe
Rm wi always have an alarm.
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Congestion on the Highway Move as a team acro the median, checking the area for
any aitional items as we as cuing down charging foes.
Start Even the Blue Pa the Sheri’s squad car (picture 2) before heading back
22 isn’t able to toward the o-ramp, moving betwn a van and coach.
navigate around Check the back of the van for items as you move toward the
the staed traic o-ramp.
ahead of you
on Interstate
16 West, which
forces your
TIP
team out of the Delivery Trucks with a sma container aached to them are
vehicle. Opening doed around this highway pileup. Check the interior for
1A the trunk to items, but also use the interior as a “last stand” position,
a°e a variety Mel-striking or shting from inside until the Infected
of First Aid threat has abated.
Kits and other
items (picture 1).
My Way, Not the Highway
Grab everything 1C
you can and
move along the
highway road,
paing the
biboard for the nearby Whispering Oaks Fairground. Initiay,
the vehicles don’t aow your team to spread out, so stay
together and leap on the rf of the car betwn the truck
and bus.
Use the number of parked cars (including a pickup truck
and a van) as “ste ing stones” to stand on; this prevents
any prowling Infected from easily and quickly reaching you.
As long as your teaates are checking the bushes on the
right and vehicles to your left, you can eectively clear this Scramble toward
initial highway of foes (picture 2). the o-ramp, but
gray median a°e the o-ramp, but these involve weaving betwn
(1B), paing the coach liners ahead of you at the start of the bridge
over corpse piles and abandoned vehicles. Don’t lose focus; and moving through the vehicles (picture 2). Expect aacks
there are likely to be foes lurking in corners (picture 1) and and ma Infected charges as you go; be sure your team is
betwn vehicles that you can easily mi until they charge checking in a directions. Aitional Items (and corpse piles)
in from behind. Beware of Special Infected bounding over can be found at a sma campfire area with slping bags
container trucks, t. and ba¨icades of luºage (picture 3) if you chse a more
lengthy route o the Interstate.
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The Military’s Land Stand Stay relatively close as you move under the first bridge
(picture 1); spliing up is just asking for a straºler to be
1E pounced on. Make sure one of your team checks behind
you for maes of Infected heading down the o-ramp
(picture 2), and don’t venture t far toward the motel if
you’re fighting more than a few Infected. Move betwn the
two bridges (picture 3) where you’re likely to be aacked on
both sides, but especiay the gray hi to your left. From
this point, you can chse to a roach the motel from two
dierent areas: the rf or the ground. (Ideay a the team
should head in the same direction, but you can also split into
two pairs.)
NOTE
The Midnight Riders biboard overlking the motel also
has a la«er up its central pole, which is another method of
aeing this landmark.
This is where
the action takes
a turn for the
te¨ifying, as
you’re forced
under two
bridges and
you’re at the
boom of a
stp bank on
1F either side,
aowing enemies
to easily aack
you from a
angles. Expect a Once you’re up on the biboard with your entire team, you
forceful aempt can usuay locate a Hunting Rifle and begin some long-range
by Special takedowns of the lumbering foes in the motel’s parking lot
Infected at this (picture 2). With one of your team checking to s you aren’t
point; you may being outflanked by foes on the gra below, continue cuing
be aacked from Infected until no more targets present themselves.
the highway bridges above you, as we as the thickets or
dark concrete su orts under the bridges.
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1G Motel Maacre:
Down on the Ground
TIP
Prima Official Game Guide
You also can drop down onto the motel o ice rf (1G),
and then iediately cro to the first stairwe to the
right of the parked military vehicle without even touching
the ground! However, this alternative route isn’t as safe as
heading acro the parking lot (1H).
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Finish
you’re swarmed.
Down on the ground after carving your way down the third Instead, stay
motel staircase (picture 1), you’ s a straight road with a on the initial, near side of the ravine so you’re only being
police car on it ruing parael to the motel. It is devoid of aacked from your left. Pay special aention to the trs
Items (the only problem are lurking Infected), so ignore this and bushes; sk and destroy any Special Infected that think
road and search for the trail of flagstones around the back they can get the beer of you. When every team member
of the motel. To your left is a stp ravine, which you can is ready, foow the bank of the river (now wading pls)
skid down iediately. A far beer plan is to continue along betwn the trs, kiing anything not caed Eis, Nick,
Coach, or Rochee (picture 1).
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TIP
Is it going badly for you or your team? You’re almost at the Safe
Rm, so you may want to simply jab yourself with Adrenaline
and sprint up the ravine, acro the fairground parking lot, and
dive into the Safe Rm instead of slowing to a crawl.
Caution
You may encounter a Witch in or around the ravine. Turn
The top of the ravine before the slide down is an
flashlights o , give her a wide berth, and quickly pa this
exceent place to grab a Survivor and ki them o. Wait
wping monstrosity unle you like losing health.
for the other Survivors to slide down the ravine, then
Welcome to Whispering Oaks! kidnap, charge, or ride (picture 1) the haple human to
their dm! Meanwhile, down in the ravine, time your
2F Staºer to the Special Infected aacks with any Tanks and Witches that
top of the hi, may a ear, and use the copious dark bushes to ambush
and prepare for foes, leaping in when they’re slowed down by wading.
the final push.
You may be set The ravine bank on the o osite side is another claic
upon by multiple ambush point, but a beer place to reay impede the
foes (watch for Survivors’ progre is in the parking lot before the Safe
enemies heading Rm. If you can str or drag a Survivor into a car to
up the ravine set o its alarm, so much the beer. To cause real pain,
behind you) so have a Charger (picture 2) grab a foe and run o the
stay together as a team, concentrate on the more preing ravine and back down into the river with them!
targets such as Special Infected (picture 1), and use the large
open flat area to strafe and dodge enemy aacks with ease.
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Fairground
None of the Fun of the Fair: Fairground Overview
The Whispering Oaks Amusement Park features a the fun of yesteryear with the aed fun of the ever-present zombie
apocalypse. Thr carnival games feature fabulous prizes (OK, a gnome), which can be yours if you can convince your team
to halt the inceant hordes for long enough. Cro through the pathways betwn the barker huts, cut through a warehouse
(Area 3), and enter Kiieland, now definitely an adults-only place to visit. You nd to head to an aeyway, then up onto
the rf, and down the slide (Area 4) before you’re overwhelmed. The tension increases sti further at the carousel (Area 5),
which nds to be activated before you can fl to the Safe Rm inside the entrance to the Tuel of Love.
+ The Peanut Gaery is optional, and with enough - The Infected have multiple corners (and rftops)
points, you receive a gnome that must be ca¨ied to where they can hide and ambush you, so be ever-
the escape helicopter in Area 10. vigilant as you progre.
+ You have beer visibility and copious weapons to - Special Infected at Kiieland can cause problems
pick up. Also, thrown weapons (such as the Pipe as they use the elevated train tracks to drop down
Bomb) are eective here. on you!
+ The carousel does not nd to be switched o; you - A roach the carousel with extreme care, as the
can slice your way to the Safe Rm if you’re a drop from the carpeted balcony is t far and you
fast enough. can’t return to the balcony.
Start
3A
Coach lets
out an excited
squeal; the
Midnight Riders
3B
were playing
this venue,
3C and Coach
has a of their
Prima Official Game Guide
albums, even
the new stu
3E 3A
that ain’t that
3D
gd! Perhaps
their fabled
pyrotechnics
might help you
later on in this
outing? For now,
exit the Safe
78 Rm (picture 1)
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TIP
This locale is doed with numerous sma barker huts,
larger buildings, trs, and fenced-o areas. This makes
enemy ambushes a coon ouence, so watch your step
and work in unison rather than faing out t far apart. while two of 3B
And just because you can’t climb over a fence to reach your team stand
an inaeible area doesn’t mean the Infected won’t. Fire guard), and
then survey the
through the mesh blockades to ensure your safety.
scenery. If you
Going Nuts haven’t kied
enough Infected,
use a Belt Item
(such as the
Molotov, picture
1) as there are plenty more to scavenge. During this time, you
may encounter the Dark Carnival’s Uncoon Infected: the
Clown (picture 2).
Make your mayhem methodical as you check the interior
piÂa kitchens along the left side of the courtyard. There are
items and weapons to find and swap inside and out on the
picnic tables here. Then cut a swathe (picture 3) toward the
first interactive carnival game: the Peanut Gaery. Chse to
play the game if you wish, but be sure your entire team isn’t
transfixed by mechanical moustachioed characters: You may
Pa a carnival hut and a generator, optionay checking both be aacked from the mesh fence or around the corner (3C).
restrms for items and a few aitional Infected (ideay
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fairgrounds. 3D
MT AND BEAT MOUSTACHIO: Although you
THE ROAMING GNOME can sprint
quickly from
Location 3C to
3D (picture 2),
there may be an
item or two in a
dead end close
to the huts. This
is a key location for a Special Infected ambush, though, so
watch your sides and rear.
UNCO ON INFECTED:
CLOWN
Now that you’ve entered Whispering
There are some aitional tactics to try both before and
Oaks, you’ want to be entertained,
after Gnome Chompski is in your poeion:
and the Clown is only t ha y to
* A Molotov thrown into the Peanut Gaery destroys a oblige. Listen for his squeaky shoes,
the targets (unfortunately, this includes Lil’ Peanut). which aract Coon Infected to
With luck, you can rake up the 750 points in seconds foow him slavishly. If you tempo-
and grab the gnome with minimum disruption. rarily halt your kiing and let more
* The entire team gets the Achievement if the gnome Coon Infected join the throng,
escapes with a live survivor in the cho er. Also, you can gather enough (10) Clown
you should be holding the gnome during Safe Rm foowers to set fire to the Clown, earning the Fried Piper
transitions. Achievement. Be sure you Mel Strike a of the Clowns
* Taking the gnome with you causes problems as you before dispatching them, so that you can stand a chance
can’t fire weapons (and can only push Infected back) of completing the Cl0wnd Achievement. Otherwise, treat
while ca¨ying him. However, there are some fences to this red-headed freak just like the rest of the undead, as
throw the gnome over before completing certain Areas: caon foer!
* Area 4: In Kiieland, throw the gnome over the
fence, so he lands at the boom of the slide. Warehouse Recooiter
* Area 5: At the carousel, throw the gnome at the 3E
fence to the right of the switch that opens the gate
(5C), so he lands on the elevated ground near the
Tuel of Love.
* Area 7: At the coaster (7E), throw Gnome
Chompski at the fence to the right of the switch
that starts the coaster.
* Area 8: After the bumper cars (8D), over the fence
by the Safe Rm (stadium) entrance.
Move into
the aeyway
iuminated
by generator-
riºed lighting
Prima Official Game Guide
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E ECTIVE
INFECTED
Lurking is taken to a new
level in Area 3, with the piÂa
kitchens, restrms, and around
any corner near a barker hut a
being prime places to sneak up
and savage your Survivor foes
(picture 1). Or ride them o into
a corner that isn’t we traveed.
Leap from the barker rfs,
t, especiay if your Survivors
aempt the Peanut Gaery, which is another prime time to launch an aack. When the Survivors enter the warehouse,
you’ find that the side rms or behind the shelves are other gd places to grab a human. The long thoroughfares
(throughout Area 3) are great places to aempt a charge (picture 2).
4B
4A 4B
4C
4F
4E 4D
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Caution
Be sure a your team make it up the la«er; the Special
infected have a nasty tendency to grab or pounce on the
last member, and descending to help a teaate in trouble is
aoying. Also, watch for lurking Smokers on the rftops of
adjacent buildings when you reach the rf itself.
Post a guard or two to sound the alarm if Infected a ear and cuing down
en mae. Continue to watch the overhead rail system for Infected that are
Special Infected. This expanse of tarmac is a reasonable area trying to climb
to throw a Belt Item if the inceant Infected are begiing to up to reach you.
overwhelm. Be sure you have
a teaate eyeing the way you came, as a rftop swarm of
foes isn’t what you nd at this na¨ow opening to the steps.
Run down the steps or the slide (you can also pop the heads
o foes from the rf using a Sniper Rifle) to restrms
and a couple of picnic tables. The aault on the carousel is
82 about to begin!
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E ECTIVE
INFECTED
Kiieland has a large number of
structures to hide either inside or behind
before launching an aack, or you can
move in and ambush the humans when
they exit a building. But the raised train
tracks above the Survivors’ heads is
the most cuing ambush of a, as the
Survivors can’t reach you physicay
and the Coon Infected are already
slowing your human foes down. When the Survivors manage to push their way into the aeyway and to the rf, it is best
to kidnap one of them at the most ino ortune moment poible for the rest of their team: Grab the last foe before they
ascend the laer to the rf, nab one from a position on an adjacent rf that’s incredibly diicult to pinpoint (picture 1),
or (once the rest of the Survivors have slid down the slide) fd on a straºler back on the rf (picture 2).
5F
5E
Caution
5G
You’re close to the end of this stage, so don’t expect an
easy time of it; there’s usuay a Witch, Tank, or other
problem Infected here to overcome or dodge.
Carousel Combat
5C Move acro
to the carousel
the gate iediately, and sprint around betwn the mesh fence slice your way
(to your left) and the carousel on your right (picture 2), dro ing to frdom).
foes as you go. A we-placed Pipe Bomb or Bile Bomb left Failing that, and
behind you prevents Infected from overwhelming your rear flank. if the crowds
of Infected are
TIP slowing you
down, lob in a
At this point, you’d do we to sprint iediately to the Pipe Bomb or
Safe Rm (Finish), ignoring the option to switch o the other eective
carousel. Do this if you don’t think you can fend o the Belt Item as you
remaining forces, or nd a quick (and cuing) escape. reach the sma set of steps (picture 1) that lead to the Tuel
of Love entrance.
Shut It Down! Now! The Special Infected are trying everything to grab a
5E If you’re Survivor as you break for frdom, so head into the Safe
wanting to limit Rm as a close group. Have one or two of your quartet
the number backpedal to quash any chasing foes. Stand at the Safe
of Infected Rm dr and provide su orting fire (picture 2) until
swarming everyone is inside.
your location,
bale around
the corner
E ECTIVE
into a smaer INFECTED
forecourt with
5F a cafe interior
you can use
as a defensive
location. Work
your way around
the far side of
the carousel
(picture 1) toward
the picnic tables
(picture 2), which
are a visual cue; move through the entrance where the tables
are set up to find the lever that shuts the carousel down.
Naturay, Special Infected are kn to s you fail, so
expect to s a variety of disgusting takedown aempts.
Concentrate on giving one team member the plan of
switching the carousel o, with an “alternate” teaate
a°ompanying them to providing su ort fire and to take
over if the first one fails. Switch o the carousel before
aempting to help your team, or you’ be swamped.
Romance Is Dead
5G
from the drop, so the humans can never rescue your foe! If
you can cause a disturbance and there’s an aed Special
Infected such as a Tank or Witch at the carousel (picture
2), even a slight delay is a that’s nded to waylay the
Survivors completely. The gate and path around the carousel
is na¨ow, easily blocked, and should be your focus. Kp the
Survivors away from the switch for as long as poible! Hem
Although you can opt to sprint directly to the Finish, weigh in your foes behind the carousel, and don’t relent when they
up the options, as you may be overwhelmed if you try to reach the Safe Rm; the entrance is dark and great for last
aempt this (bring Mel Weapons out so you can literay moment ambushes as we as aacks from behind.
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Coaster
A Wild Ride: Coaster Overview
You have two wild rides to trek through on ft, the first of which are the darkened winding paages of the Tuel of
Love, which is considerably le romantic now that it is fied with the shambling undead. Wend your way into the swan
maintenance rm (of Love), up and into storage and air-conditioning rms, and rain down death before you drop
into a second tuel to finish the ride (Area 6). Step out into the open, carve your way over a mesh fence, and start the
coaster ride, which, alas, aracts Infected from miles around. They aren’t leing up, so you nd to cover the rickety
tracks to switch o the ride (Area 7) before fling to the Safe Rm with the a aing grn carpet.
+ The tuel structure enables you to focus on foes - It is usuay from the tuel alcoves that lurking foes
behind and in front, with side ambushes only from a ear, as we as the air-conditioning ducts. Be
alcoves. ever vigilant!
+ You can rain death from the hole in the flr, but - The coaster area has a constant stream of Infected
this is a one-way descent, t, so watch out your that never let up when the ride is activated. If you
last teaate isn’t gra½ed! stay put, you face death!
+ The coaster requires a sprint acro its layout as - The coaster can be a death trap if you don’t move
fast as poible to turn the ride o again; only then throughout the ride as a team, and use the covered
does the Horde let up. section as a place to recover.
6E 6D Coaster: Area 6
6F
6C
6G
6B
6H
6A
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Once in
the swan
maintenance
Prima Official Game Guide
A Makeshift Exit
Caution Expect nothing 6H
Witches in the tuels are a particular nuisance, as they are le than a
di icult to spot and harder to avoid once startled. For this fu-scale
reason, take care of Infected thoroughly and methodicay. Infected fracas
And if you encounter a Witch, always switch your Flashlight as you wade
o and step around her, kping your distance. If you can’t through the last
avoid her, check the Survivors and Infected chapter for tips curved path of
on taking her down. the tuel. As
you near the
Death Down Below exit (7A), which
6F is a hole in the right-side wa, you can optionay check
the dead end ahead of you and also ensure that nothing is
lurking in the last alcove on your left.
E ECTIVE
INFECTED
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Coaster: Area 7 7I
7D
7C
7F
Finish 7J 7A
7H 7E
7B
7G
7A Staºer out of
the Tuel of
Love and have
one of your team
Move into the yard, and check the areas left and right of you
Prima Official Game Guide
88
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TIP TIP
As sn as you suon the coaster, the Horde hears the It is wise to figure out just how you’re going to navigate this
noise and you’re besieged by the undead. At this stage, each coaster because you must venture acro almost the entire
team member should have a fu complement of weaponry structure (from Location 7E to 7J). Have a Mel Weapon-
and items, including some Adrenaline. caying leader and a backup who’s caying a Shotgun or
close-aault weapon. A« to this a marksman who can bag
Special or far-o Infected. Finay, someone nds to bring
up the rear and check for Infected ruing in from behind,
which wi haen!
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7G Continue your
roer-coaster
rampage by
moving down
the undulating
track and around
the corner,
cuing down
foes before
they reach you
(picture 1). If you fa o the left side, you begin the run again
(if you’re not ove¨un, that is). If you drop o the right side,
you nd to locate the iuminated laer near the haunted
house at ground level (the top of the laer is just visible on
picture 1, as is the white truck back at location 7C). Continue
along the coaster track, move up the rise and around the
bend that goes underneath an u er section (picture 2),
which you never stand on.
TIP
Standing around in one place, repeing the Infected? This
is a sure-fire way to get split up, run out of aunition for Continue into the covered tuel (7I; picture 1), which is
your Primary Weapon, and finay be overpowered. Contin- an exceent place to heal as long as two teaates guard
uously moving forward? That’s more like it! either end (picture 2) and take down the a roaching foes
while the other two heal. This is also a reasonably safe
Wild Ride Part 3 place to wait for your team to catch up, as you’re enclosed,
Infected can only aack from the exits, and Special Infected
7H The coaster can’t pu you o the track.
track descends
on an undulating
(but straight)
path past the TIP
o osite side If you fa o the track betwn Locations 7G and 7J, make
of the haunted your way to Location 7H, where the track mts the ground,
house, so and reboard the coaster there.
continue your
Prima Official Game Guide
ruing and
guing as you pa a section of the coaster that is lit and
features Lil’ Peanut waving at you (as shown). This is the
place to switch that damned alarm o!
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Head out of
E ECTIVE
7J
the covered INFECTED
tuel, ideay
brandishing a
Mel Weapon
(picture 1), and
cut your way
toward the
switch deacti-
vating the ride.
It is of paramount importance that you flick this switch,
as the Horde wi eventuay diipate rather than remain a
continuous threat. Sprint, jog, or ho½le your way on to the
switch. Then pause there to heal yourself while (hopefuy) a
teaate guards the switch area so that nothing can savage
you. When you’re recovered, join the rest of the team in
raking the remnants of the Horde on the platform where the
coaster cars come to rest (picture 2).
Barns
S£king the Stadium: Barns Overview
Named after the peing z located in thr large coecting outbuildings, the barns are now home to a large coection
of roing animal corpses. But before you visit them, you must navigate a fd court with barker huts and burger vans en
route to your second encounter with Moustachio. After testing your might, test your mele in the bumper cars (beware of
Tanks!), and wind your way to a raised area with more carnival sheds to check out (Area 8), including the third and final
Moustachio encounter. Then weave through and over the rf sections of the barn, dash to the switch at the turnstile
(Area 9), and gate-crash the stadium itself. Bring a shot of Adrenaline and something sharp you can swing wildly, t.
+ Taking a shot of Adrenaline solves the first - The Tank is fearsome at the best of times, but when
Moustachio game and aows you to sprint easily he uses bumper cars as projectiles, it’s time to back
through Area 8. away—quickly.
+ Try launching a grenade in the final Moustachio - The barn’s interior areas are safer, but the rf is
game and dive into the barn because it’s easier to not, so kp away from the edges to avoid being
kp secure. pushed back down to the ground.
+ The turnstile and stadium entrance requires hacking, - The turnstile switch takes a while to activate, so
cho ing, sta½ing, and harsh language. But don’t get heed in by the Horde that a¨ives. Stay
sprinting and Adrenaline make it beer. mobile.
Barns: Area 8
Start
8A
8E
8D 8C
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8F 8B
8G
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8E
MT AND BEAT MOUSTACHIO:
’STACHE WHACKER
Stache Whacker
8G
Although you can lurk and ambush foes from the barker huts
or rftops in Area 8, the biºest fear the humans have is
geing stuck on the flr of the bumper cars, especiay with
a Tank that can push the cars into their soft, squishy hides.
For this reason, lurk near the exit of this ride, and prevent
the Survivors from escaping. Otherwise, try charging down
the routes shown in the guide map; there’s always a wayward
Survivor waiting to be hit, such as in this example when
Coach takes one for the team. Finay, remember that you can
suon a Horde if you’re controing a Tank and decide to
test your strength at Moustachio’s machine.
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TIP
Stop! It’s worth making sure that each of your team has a
9A
9E Mel Weapon and Adrenaline (or at least a Pipe Bomb or
Bile Bomb). But don’t use them yet; the aroach to the
9D stadium won’t be easy!
9B 9C
RougÃousing on the Rf
9C
Peing Cemetery
9A
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Midnight Madne
Caution 9G
Stop again! The remainder of this stage involves more
Infected than you can poibly handle, so concentrate on
fighting and fling, rather than staying around to get mauled.
It is slightly safer for your team to head down the steps and
or Bmers to ambush foes as they step outside. When
then climb the yeow laer and step up onto the scaold
the foes are on the rf, try maneuvering them into a
platform above the action. Here you can lob down projectiles
position so that they easily fa back into Area 8 and
and blast away while one (or two) of your team drops down and
must retrace their steps through the barn. After the barn,
sprints to the open window. Another should open the turnstiles
lurk near the CEDA gate for a side ambush and back up
while the fourth teaate oers protective services. It takes a
the maive Horde once the turnstile opens. A Charger
while for the turnstiles to open, so don’t mi around in the corner.
(shown) can ba¨el through a four humans during their
Spread out and scramble back to safety before you’re informed
bale through the receed paage.
the unlocking has taken place.
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Concert
K£p on Ridin’: Concert Overview
The Midnight Riders left this gig early, and it’s fortunate their pyrotechnics show is sti set up to explode, as it might
aow you to fl this nightmare, providing you can cut a swathe through the foes in the tuel co¨idor under the
stadium before entering the concave, half-bowl stadium itself (Area 10). There are a few zombified fans to quiet, but the
action doesn’t start until the two lighting boards are activated. Then comes the sma maer of striking back at the waves
of Infected (including fans of the Midnight Riders, event sta, and biºer, more mutated threats) until the increasingly
spectacular fireworks display aracts a paing helicopter pilot.
+ You can begin the “concert” quickly. The stage is - It takes only one badly timed swipe or the ao
quite defendable and oers the most items and depletion of only one team member for everyone to
health. be ove¨un.
+ There is a plentiful su ly of projectile weapons to - Expect the Horde of Infected, Special Infected, and a
gather, which aow you to eliminate many Infected Tank to show up, sometimes a at once. The os
at once. aren’t gd!
+ Gd verbal counication, that is, teing - During the cho er escape, if you’re pued down to
teaates of the type of aack and where it is a prone position, you become very diicult to save.
coming from, is the key to victory.
Under Stadium
10B
10A
Start
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Stadium
10E
10D
10F
10B
Finish Finish
10C
10A
A.I. DIRECTOR’S CUT
During the last part of this tumultuous campaign,
the rescue cho er descends and hovers above the
stadium seating, but it’s location can be in one of two
randomly determined areas. Make sure you head to
the right one!
Heo, Cleveland!
Start
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10C
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… We Slaughter You!
10E
10F
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NOTE Caution
Although it’s typical to form a defensive position on the Watch for the incoming choer and predict its final
stage because of the available weapons and aunition, destination. Aroach the hovering aircraft as quickly as
and because the front of the stage is where you launch poible; it becomes more di icult to reach it the longer you
the final fireworks, you can always try spreading out with mi about because enemy reinforcements aive.
teams (usuay in pairs so you can quickly help each other
and cover each other’s backs). Heading up to the stands
(so foes only aack from a single direction if you’re up at E ECTIVE
the top) or on the wden sca olds (which o er height INFECTED
protection, but are very pr to defend if the ground is Although
vomited on by a Spier, or if you’re oveun). The main you should
drawback of leaving he stage is your inability to launch be seing
more fireworks, and if you do you’re nowhere near the main up ho¨ific
First Aid and other items. For more Survivors, the ability to takedown
circle-strafe on stage outweighs defending from other parts plans in the
of the stadium. stadium itself,
the side
Get to the Cho er! restrms
and dark main
co¨idor is a
great place
to ambush—
especiay
if you’re a
Charger and
can hide
behind the
containers
at 10B (picture 1), wait for foes to pa you, and then hit
them from behind! When the fireworks start, time your
aacks to coincide with the greatest number of Coon
Infected swarms, or when the Tank a ears, to reay
After around aoy the Survivors.
thr or four If you spot a straºler away from the pack (usuay
sets of fireworks, when they try to grab a Belt Item), pounce on them. A
stomp the switch should target wounded foes as a priority. A Spier or
once again to Bmer can cause a huge amount of trouble if they’re
launch the finale on the rf of the stage and the Survivors are down
fireworks, which below, as the Survivors wi nd to aim up at them while
are maive and fending o foes on the ground (picture 2). Finay, during
explode in the the cho er escape, the team is likely to be fling and
sky. At this point, not lking back; this is the perfect time to leap out from
you’re likely to be aacked by a Tank, which could be the behind a wden scaold and ride or pounce on a foe,
second one you face in this finale. Remember your regular knocking them into the concrete pit below the stage!
Tank-kiing tactics (basicay, everyone faces it and pe ers
it with gunfire until it fas over). Another method (picture 1)
is to set it on fire with a Molotov or Fuel Can and avoid it for
TIP
30 seconds until it dies. Dodge the burning Tank’s aacks,
but fire on other enemies: This is by far the best way to The Roaming Gnome: Did you cay Gnome Chompski onto
incapacitate the king of the Infected! the helicopter? If so you receive a special prize: a Depeche
Mode Avatar shirt (in a«ition to the Achievement for
After what sms to be an eon, a rescue helicopter finay
spots your spectacular ca for help. A cho er descends beating the campaign). The stipulation is that the gnome
down onto the stadium seating, which could be on either must be held and on the choer. A teaates who began
side of the stage. At this point, you should a leave the stage the campaign (that is, who were in the Loy before the
and sprint up the concrete steps onto the bench seating, campaign started) receive this special prize, t, providing
lo½ing a Pipe Bomb or Bile Bomb to o°upy the Infected as they didn’t exit the game at any point.
you make your escape. Try leaving as pairs in case you’re
sto ed by Special Infected and one of you nds a helping
hand. Jump into the side opening of the cho er and take to
the skies. This carnival ride is over!
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Campaign Overview
Stage 1: Plank Country Stage 3: Shanty Town
A maacre o°urs Even before the
in the backwds Infection, this
as the Survivors motley coection
cut through both of ramshackle
the Infected and shanties and trailers
the undergrowth, was foreboding.
scaling an aigator Treading dper
habitat while taking into the mire, you
a bite out of the Page 104 find a coection Page 117
Infected in this fetid of stilt huts nds
forest. navigating, and a Horde nds cuing.
UNCO ON INFECTED:
Achievements
These Achievements are available during this campaign. For
MUDMAN advice on completing them, consult the A endices at the
back of this guide.
At home in the murky marshland
and ready to impede your progre Wing and a Defend yourself at the crashed
as we as your vision, this muy Prayer airliner without taking damage.
maniac flings mud (at least, you hope
it’s mud) and uses its roing claws to
make a point. Ragin’ Cajun Survive the Swamp Fever Campaign.
Sti Something
Survive a campaigns on Expert.
to Prove*
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Plank Country
Backwds Maacre: Plank Country Overview
Begiing inside a railroad ca¨iage, investigate the backwds near Wilson’s Last Gas Station, and trek through infested
wdland, paing or entering a number of shacks until you reach a sma ramshackle hamlet known as Earl’s Gator
Viage (Area 1). After caing a motorized fe¨y, cro the murky river to an aigator sanctuary dper into the marshland,
which rapidly becomes soºier the farther into it you venture. Maneuver along a few raised catwalks (Area 2) and down
to a thicket of trs and planks that oer a rudimentary pathway (Area 3) toward a Safe Rm under a railroad track,
with rusting ca¨iages above it.
+ This is relatively flat and easy to navigate through, - The marsh water slows you considerably, making
auming elementary competency is maintained. you extremely vulnerable to aacks. Stay on raised
+ There are many advantageous line-of-sight o or- areas or dry ground.
tunities for sniping, auming you’re holed up - The dp water of the river betwn areas 1 and 2 is
somewhere safe. lethal; cro it using the fe¨y and don’t fa in!
+ Although optimal routes are presented on the guide - These backwds are dark and oer numerous
map, you can frly explore. ambush points; staying close together is more
important here than usual.
Start
1B
1A
1C
1D
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1E
1F
1G 1H
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1G
TIP
These shacks usuay contain Secondary Weapons or Belt
Items, so it’s usuay most profitable to instruct a team
member who’s miing one of these items to head into a
shack to a« to their inventory.
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TIP
A«itional items sometimes aear around the perimeter of
TIP
this area. Check the guide map for poible locations and The catwalk boards are beneficial to your safety, as the
obtain them instead of sticking stringently to the routes Coon Infected can only aack from this same vantage
shown. point and are easy to slay before they reach you; blast them
from above. They are especiay vulnerable when aempting
Open-Air Bathing to climb up onto the catwalk; lk for these enemies and
2C drop them at once.
Caution
The catwalk boards are problematic to your safety because
you are e ectively heed in, without the usual strafing
mobility, so watch that you’re not oveun, and try not
to lose your fting and fa. Teaates dra¦ed o the
catwalks by Special Infected are also an iue to quickly
overcome. Stay vigilant.
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NOTE
There may be Fuel Cans or other explosive objects on
the platform, but due to the tight fit, and lack of burning
capacity if you detonate a Fuel Can in the water, don’t use This is usuay a°eible if you wade into the water from the
these right now; cay them to a drier and more open area platform at Location 3A; you’re lking for some trs and
(such as 3G) if neceary. the continuation of the pathway marked by a rusting ba¨el.
Find it and then continue toward the mile of the wdland
Ruaging around (3E), or push onward around the left-side perimeter (3F). The
the Rusting Car area where the ba¨el is located features dense branches, so
aack from a more open area prior to or after reaching this
3B Heading right rusting landmark.
from the wden
platform brings
you to a sma
Thicket Pathway
hut, and a very Whether you’re 3E
rudimentary a roaching
pathway of from the rusting
planks and ba¨el (3D), the
co¨ugated metal, planks (3B),
which aows you or the fence
to tread over the water more quickly than simply wading. perimeter (3C),
The trick here is to quickly move acro the planks to the there’s an area
sections of dry ground, so you aren’t waylaid and slowed of dry ground
down by the topography and enemies. Use the rusting car where the
and refrigerator as landmarks and as a mting place for wds begin to thin out that aows you to spot the light of
your team before you pre on either to Location 3C or 3D the Safe Rm through the glmy twilight. There’s usuay
(via more planks). an item or two (and an Infected or eight to slay) in this main
thoroughfare, which oers quick a°e to the gray kno
Perimeter Dash and Location 3G.
The quickest
route, but one
3C
Le Soºy Perimeter Slog
that’s easy to It’s usuay 3F
get lost in if easier to find
you’re turned the path into
around during the mile of
a fight, is to this wdland
continue past thicket (3D),
the rusting but a faster
refrigerator, a roach is
past Location 3C, acro the swamp water to the wden to stay on
Prima Official Game Guide
perimeter fence, and trek a the way down to the Safe Rm the edge of
(3G). If you’re wishing to finish this area as fast as poible, the wds and scu¨y around the relatively dry perimeter
try this often-overlked route. The fence oers some lking for the jackknifed train ca¨iage (just visible in the
degr of protection (although foes can climb over it) to top right of this picture). As long as your entire party is
your right. Or, you can always move around to the left of the foowing this path, you can make a quick escape.
two large trs and to the dry ground in the mile of this
thicket.
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Swamp
Bracing for Impact: Swamp Overview
Emerging from the Safe Rm culvert, you’re grted by a sizable swamp to be navigated once its inhabitants have bn
cued. These include a sma, disgusting wretch known as the Mudman. Bale toward a rowboat, then through the nearby
gap that aows a°e through a hedge to a forested area of swampland. Pa under the remains of a parachutist, a
building husk, and thickets of brush until you encounter the remains of a crashed aircraft (Area 4). After a frenzied bale
on the plane, pre onward through more fetid waters, paing more abandoned building shes and sma wharfs to a
large and half-submerged shack where furious combat o°urs (Area 5). Scramble out of the swamp and foow the lighted
road to the relative tranquility of a Safe Rm cabin.
+ Although smingly vast, use the guide map to plot - Wandering o is even more of a problem, as the
a direct course to the plane, then the submerged water impedes your progre. Stay close, but not on
hut, with minimum deviation. top of each other.
+ Unle they are skeletal, buildings are an aet to - The wilderne is easy to get lost in, especiay as
your team; hide inside or on top of them to hinder you have no compa. So use the morning haze
an Infected onslaught. (find where it is brightest), and head that way.
+ The open landscape rewards a team of Survivors - Separating on either side of the plane is a tactical
that constantly watch each other’s backs and kp disaster, as is fighting on the wing or wading in
moving! water.
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Start
Swamp: Area 4
4A
4B
4C
4D 4E
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4E
Swamp: Area 5
5A
5B
5E
5C
5D
5F
Finish
Rickety Wharf
5A
Wdsman’s Shack
5B
Drop down from the plane’s wing (Location 4E) and move
with purpose to the sma, rickety wharf farther into this
swamp of te¨or. Betwn this point and Location 5C, there’s
no nd to trek through any more water, so stay on the
scrubland and navigate past the bush thickets, which oer
constant ambush o ortunities for Infected, both Coon Farther along the scrubland is a wden ramp up into a sma
and otherwise. Stay in relatively close proximity with your wdsman’s shack with a pile of logs in front. Not only is
teaates, perhaps blanketing the route ahead with a this a reasonably safe location, but also it’s easily defendable
Molotov (if Infected are numerous). Don’t stop moving, (as Infected only aack from the front of the shack). Place a
though; you’re easy targets while out in the open. guard or two while your other teaates check the interior
for su lies. Heal up here, and perhaps swap out weaponry if
you fl the nd to change.
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Skeletal Shack To begin with, stay on the dry bank, deal with any Special
Infected you can s, and pop the heads of any foes
5C lurking in your field of vision ahead of you. Then sprint
into the murky water (ideay using Adrenaline so the water
doesn’t slow you down), and bring your most entertaining
weapon to a pitched bale with any remaining Infected
forces (picture 1).
Instead of heading into the sinking building, move onto the
gray mound and then to the rf (picture 2), unle you’re
desperate for the equipment in the building itself. The rf is
the perfect location for dealing with any charging foes that
aempt to swarm you. Have each teaate guard a rf
side, using mel or ranged weapons to wipe out anything
that manages to scramble onto the rf—ideay while the
creatures are sti climbing the was. Then, once there’s a lu
Push on from the wdsman’s shack and lk for a couple in the action, drop through the hole in the rf and gather
of minor landmarks to aid in your directions. You’ pa a any items you wish.
sma campfire ringed with river stones and some scaered
items outside of the shack. The scrubland rises slightly
Corpse Pile Roadway
to a bure bank, beyond which is a sma, waterloºed 5E
peninsula with a rusting bathtub, refrigerator, and roing
sofa. Continue cuing the Infected as you round the corner
and head into or around the skeletal remains of a shack.
Check the area for more items.
Half-Submerged Shack
5D
5G
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Shanty Town
Shack A acks: Shanty Town Overview
Although they held out against the os for a coendable period of time, no humans cu¨ently exist in this sprawling
shanty town nestled dp in the swamps. Now it’s no more than a maze of dilapidated structures. Careful maneuvering
through the town (Area 6) is the key to knowing where you are and exactly how to escape to higher ground, specificay
the jey decks that aow a°e to a smaer, secondary selement (Area 7). Here, scenic obstacles force you to lower
a plank bridge as you gingerly cro the raised huts. After forcing back the Horde, escape from this ramshackle hehole
involves sprinting to a wden bridge and up a hiock to the relative safety of your final Safe Rm.
+ This stage is L-shaped, and learning the topography - Low ground, waterloºed areas, and dense
of the larger shanty town and smaer outskirts of wdlands are dangerous; minimize your time at
stilt huts is most helpful. these locations.
+ High ground is safe, easier to aack from, and it - As it’s easier to use raised platforms and imperative
takes foes longer to clamber to reach you. Stay on to lower a raised bridge. Being knocked o is an
the ground at your peril. ever-present danger.
+ Lighted locations throughout this map are where - The bridge in the mile of the stilt huts is partic-
you want to head; when in doubt, lk for a burning ularly dangerous, as it is the only poible way
ba¨el or generator lamp. forward; expect extreme combat here.
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NOTE
Although the guide routes don’t show ae into the many
6G shacks in this town, fl fr to check out each one of them
6I
6H
as you progre; usuay, a«itional items (and Infected) are
within them.
6J
Oal Pen
6C Depending on the
6L number of foes
and on how we
6K 6M
you understand
the layout of
the town, you
can sprint down
into the cluster
of trailers
and shacks
to Location 6E, or take a more methodical a roach by
Town Entrance cautiously descending the slope. Fan out slightly, and pa
the pen that once contained a few animals; it is now piled
6A Stock up with with corpses.
any and a
available items, Faen Tr and Trailer
equipment, and 6C If it’s suspi-
favorite weapons, ciously quiet, or
and kp one you’re wanting
teaate back at a vantage point
the Safe Rm to to survey the
aow reloading selement area
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a charge. With
more than
6D
Let There Be Light
one Survivor 6G
on this rf,
you can easily
repel a ma
Infected aault,
especiay if a
Pipe Bomb or
other helpful
item is used here. You can easily spot teaates in trouble
(if they didn’t foow this route, or are waylaid by Special
Infected) and rescue them from this place, t.
On the Waterfront
6F
Jey Junction 6M
6J
the fertilizer shack via steps up to the deck from the watery
pond below, which is handy if you’ve faen down here, or
Whether you a°e this main junction from the adjacent
bn pushed by Special Infected.
wden steps, or you’re coming in from the co¨ugated
metal platform near the raised chalet, this is the only place to
be during the last push to reach the exit of the shanty town. E ECTIVE
Beware of enemies aempting to pu you down into the INFECTED
water below, and check to make sure a your team is present
before heading acro this platform jey.
Caution
Don’t make the mistake of wandering around the watery
pond betwn Locations 6K and 6M. Although you can reach
the exit fertilizer shack, you’re likely to be heed in by the
ferocious undead.
Raised Jey to Fertilizer Shack Whether you’re piing a Survivor with a Hunter (picture
6L To make a quick 1) or aempting to leap at enemies to drag them down
escape with into the water where the Coon Infected have an easier
the minimum time ri ing them apart (picture 2), there are numerous
of slow-motion poible hiding places to dive, spit, charge, or swipe at
Prima Official Game Guide
wading, cro your human adversaries. Inside the shanty town itself, try
the raised jey hiding in drways, on rftops, in thick undergrowth,
platform, paing and near groups of Coon Infected. Stay away from the
the fldlight light so you aren’t spoed as easily.
and heading
directly for the
fertilizer shack (Location 6M), which has a few scaered
items and an exit when you head inside. You can also reach
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7B
7A
7C
7I 7L
7H
Finish
7D 7G
7E
7F 7K
7J
Move acro and into the second building (picture 2), and
wait for your team to a ear behind you. The mechanical
winch you’ve spoed lowers a rudimentary plank bridge, TIP
but the noise aracts the baying Infected Horde. With this
You may have gathered that Molotov Cocktails don’t burn
in mind, have your team fuy tled-up with gear before the
in water, so swap them for either the Bile or Pipe Bomb
backwds are coated in zombie bld.
throughout this excursion, or light up the dry ground
instead.
TIP Outer Shacks:
These buildings are in a soy state of repair and have
was that splinter apart when forced by Infected claws.
Cuing Complete!
This means they o er limited protection, so continuous 7G
movement through this area is recoended, if not
imperative.
The exterior 7H
deck at
Location 7F
leads to a very
dilapidated
7F There’s no shack to head
geing around through (picture
the a earance 1), then out to
of an Infected the rf of a
Horde as sn single-story
shack (picture 7I
as the bridge
begins to lower. 2), and then
Prevent untimely acro a plank
deaths and onto the final,
general incom- two-story hut
petence by knowing your role, and where it’s safe to stand. with a ramped
First, it isn’t usuay safe to stand anywhere, as the Infected exit (picture 3).
can tear through these prly constructed buildings, so Depending on
stay moving. Second, you can actuay run up the bridge your Horde-
as it descends and then jump onto the rf of the building handling skis,
o osite (7E). From the rf, you can lay waste to the you may have aitional enemies or simply straºlers to
enemies with impunity. fend o. Don’t sprint away from the Horde, as subsequent
locations are also fied with foes, and you risk being
However, the rest of your team, or everyone if you’re
ove¨un.
not quick enough, nds to cro the bridge, with each
one baling in the na¨ow interiors by dealing with Infected Instead, methodicay move and cut down remaining
coming from dierent directions. Iediately check the Infected, and check the raised and ground level of a thr
Prima Official Game Guide
interior for handy items and then move through to the outer shacks for aitional objects before moving down
exterior balcony and exit onto a large deck (picture 2). As the onto the forest flr. Be extremely careful so that no Special
Horde must be cued, holing up here is a gd option; one Infected kidnaps one of your team and drags them back to
of you should rake enemies charging the deck, while others the initial side of the bridge; you’ nd to remember the
cover the route behind you. From the deck itself, you can layout of the shacks to retrace your steps.
drop down and fl toward the light of the ba¨el (Location
7J), or continue through the stilt buildings.
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Plantation
Not Dead by Dawn: Plantation Overview
Escaping this watery hehole is now of paramount importance. Achieving this goal against the dawn’s early light involves
methodical maneuvering through a sma selement of roing houses and a homestead, before foowing a farmer’s
tracked road into a tr-lined pathway of faded grandeur (Area 8). The path heads up into a plantation mansion, which
has two separate flrs of wandering undead and items to scavenge. Only then should you venture to the property’s
rear balconies, which overlk a formal garden and gates leading to a wharf. After you contact Virgil on his boat, your
ultimate task is to survive waves of the most ferocious and ho¨endous entities before the gates open and you make a
final break for the river.
+ This entire stage takes place as dawn breaks, - Don’t become overly eager to rush to the plantation
meaning it is easier to spot ambush aacks. Sti mansion and risk your otherwise tight team
listen for Special Infected, however. formations and tactics.
+ The plantation mansion’s oak tr entrance is wide - The Special Infected are out in force, but randomly
open, aowing easy strafing of almost a enemy a ear, so watch for their ambushes and play to
types. their weaknees.
+ The finale is diicult, but once you realize you’re - Unle you gather su lies before radioing Virgil and
waiting to defeat the second Tank wave, you can have figured out a tactical fighting plan, don’t expect
manage your time a°ordingly. to escape.
8B
Start 8G
8C
8A
8D 8F
8E
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Farmstead Investigation
8D At the end of TIP
the strt is a Before you pa through the gap in the white wden fence,
barn on your you may wish to aract any Infected lurking in the area by
left and a red loing Bile and then maacring everything; Infected take
brick farmstead extra time clambering over the fence and tractor, which
ahead of you, makes them easier to cut down.
near a couple of
parked vehicles
and some
Mansion Entrance
8F
outbuildings you
can’t a°e.
The barn may
have a lurking
foe or two, and
a second flr
that you can use
to snipe up the
road to Location
8F. But the main
area of interest
is the farmstead itself. Clear this end of the road of foes, and
while two of your team guard the entrance and fire toward
the tractor, enter the building. Pa the tractor 8G
The farmstead is a favorite ambush spot for Special (picture 1) and
Infected (picture 2), so prepare to repel whatever hop the fence
unspeakable entity tries to savage you. Check the interior or enter the
rms for items before heading upstairs to the bedrm and driveway with
then out of the window to the porch rf, where aitional a of your
su lies and an exceent vantage point can be obtained. You teaates
can thoroughly clear the road toward 8F from here, t. oering fire
su ort while
you cleanse
TIP the area. As
the Infected
A mixture of dark, cramped chambers and the ever-present
don’t climb
poibility of a rush of foes means mel weapons can be
laers, you
helpful inside the farmstead. So can aointing a teaate
could aempt
to guard the front dr from the inside.
a sprint to the
Up the Tractor Trail mansion, but
this may become
8E problematic if
you’re caught by
a Special Infected. If a number of foes present themselves,
this wide and easily navigable area (picture 2) is the perfect
place to stop a swarm with a thrown Pipe Bomb or other,
similar Belt Item.
As you reach the entrance to the mansion itself (picture
3), ignore the drs or building containers nearby and lk
for the yeow laer to the right of the main entrance, on
the building exterior. Ascend iediately, and (if you’re first),
Prima Official Game Guide
stand on the porch rf and oer covering fire for the rest
of your team as they reach this point. Then hu¨y into the
open window (top flr, far right of the central part of the
This picturesque track is ma¨ed somewhat by the frothing mansion).
Infected ready to pounce along the hedgerow and tractor as
you advance up the lane. Spread out into a diamond paern,
with one of your team checking behind periodicay for a
sneak aack. Cu anything that isn’t wping so¨owfuy;
you don’t want a Witch to impede your progre.
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TIP Caution
The wide drive, the expanse of gra and large trs, and It is incredibly important for a of your team to reach the
kn eyesight should enable your team to slowly advance open window and fa into the mansion together because
up the plantation mansion entrance without being ambushed once you drop through into the mansion, you can’t return
by Special Infected, or overwhelmed by the usual shambling to Area 8 at a. If there’s a Survivor stra¦ler thrashing
atrocities. Each teaate should chse a direction, and about after being struck by a Special Infected, they can’t be
ye if anything hoific charges in. rescued! You have bn warned!
E ECTIVE
INFECTED
Are the Survivors becoming
carele and not searching every
building or checking every aey
or rftop? Then you can leap
from the shadows of a window,
rf, or thicket (picture 1), and
weaken a straºler significantly.
As your foes progre through
the shack viage, aacking them
from o osite angles, using the
main thoroughfare for a charging Charger, or puing humans into shacks, are a viable tactics.
At the Farmstead or barn, you can rely on staging an ambush in the confined darkne. You can also wait for your
human enemies to pa you by, then saunter after them as they near the tractor. As the Survivors progre up the
oak-lined entrance (picture 2), the open space and gd visibility are a hindrance to your slaughter, so concentrate
your aacks on them just before they reach the entrance, or at the mansion laer itself. As the drop into the mansion
is a one-way a°e, gra½ing a straºler and throling them means they can’t be rescued by their teaates—a key
tactic to try when your Spier isn’t go½ing a over the open window.
9A
9F
9E
Enter the upstairs chamber with the tey bears along the wa and a drop down
to the flr below. This is the only way onward, so descend, but first rake any
enemies from the safety of upstairs (picture 1). You don’t want to be savaged or 9D
vomited upon by a Spier in this enclosed area. As you exit this ground-flr
rm, you can simply turn right, ignore the once-grand staircase, and sprint for
the main dr leading onto the lower balcony (Location 9C). This is the quickest 9C
route outside.
A much beer idea is to thoroughly ransack the mansion, taking out Infected
that might otherwise aack you during the finale combat, but also coecting a 9B
wealth of randomly a earing items from most rms. Remember, there are two
flrs and two wings of the house to search through, as we as two staircases
9A
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TIP
TIP Aigning tasks is another key plan if you’re after a quick exit.
Coect as much as you can from inside the mansion, but If your team is more or le prepared for the finale, have one
also remember (and let your comrades know about) any of your squad sprint down the mi«le of the gardens to the
sulies you didn’t take, so you can easily return to the radio while others grab any interior mansion items, so the
mansion, grab the items, and head back outside to fend finale can start with the minimum of ndle combat.
o foes during the finale. For this reason, coect items in
rms that are far from the outside balcony first, so you Finale: A Vigil for Virgil
don’t waste time searching for them. Hold the Mint
Boat Escape
After the 9F
second wave
of Tanks has
finay bn
defeated, which
should take
place close
to the radio
so you can
fl the area
instead of wading through yet more foes, the white gates
are ri ed apart. You’re able to escape the gardens, fling
as they can halt a foe’s fu-tilt charge, aowing you extra down a long jey and acro the water, to the waiting boat.
seconds to cut down enemies. If the balcony-based duo is Use Adrenaline if you want to sprint to the boat as quickly as
doing their job, they can cut down most Infected while the poible. Stand on the boat itself, then cover your remaining
others move onto the lower balcony. teaates so they can run instead of slowly retreating;
Using a of your inventory is vitay important. Create a those Infected Hordes aren’t slowing!
blanket of fire with a Molotov or mt a cluster of easily
decimated Infected using Bile or the Pipe Bomb. Make sure you E ECTIVE
te your teaates when you’re about to throw a projectile (so INFECTED
only one is used at a time), and usuay aim for the mile of The
the gardens where you’ aract the most enemies. monstrous
Similarly, it’s definitely time to administer as many maw of a
chemical enhancements as poible. Injecting Adrenaline Spier (picture
(picture 2) not only helps you avoid the Tank, but can help 1) can be
you cut through foes with a mel weapon if you’re low put to gd
on your main weapon’s aunition. However, there’s a use coating
fine line betwn focused savagery and reckle bldlust; the mansion
don’t wander into the gardens away from your team and get rms
pounced on by a Hunter! with acidic
The a¨ival of Tanks (one or two at a time, in one or two spile as the
waves with more Infected betwn the waves, depending on Survivors
the diiculty level) becomes a real problem, as one strike search the
from a Tank (picture 3) can reay sting, knocking you o place for
your ft. Your friends may be t preo°upied to help. items. Try
Therefore, it’s gd for a to focus on a single Tank as sn foowing your
as it hops over the fence. Set fire to it, blast it with your foes in behind
hardest-hiing weapons (such as the Grenade Launcher, them, and
Aault Rifles and Auto-Shotguns), waylay it by covering it in aacking the
Bile, and strafe to avoid its concrete projectile. unwary who aren’t lking behind or to the sides, instead
of the triºer-ha y foes ready for an ambush.
When the final bale begins, the location of your
TIP enemy Survivors shapes your tactics: If your foes are
on the upstairs balcony, a Charger (or Tank) can line up
The top balcony can also be a problem to hold when foes
multiple Survivors where the Heavy Machine Gun Tu¨et
are coming in from both directions, and a Special Infected
is located and crash into one or more of them (picture
(such as a Charger) can decimate your team due to the 2). Otherwise, skulk around in the hedgerows, waiting
area’s naowne. Abandon the area and move to the to pounce on Survivors gra½ing items from the tables,
ground if you favor more mobile takedowns. and always be on the lkout for loners who can be
easily ambushed. When the gates open, try aacking
the fling Survivors from both sides; there’s nothing
Caution quite as satisfying as watching thr Survivors on Virgil’s
Backing into a corner may sm safe because you have a boat figuring out whether it’s worth saving their friend
long-distance viewpoint to aack foes as they close in, but who’s being rien around the hedgerows by your trusty
being heed in, spat on, charged, and finay crushed by Jockey!
a Tank because you have limited lateral movement is a real
problem. Stay moving, with your team focusing on ma
cuing and cro-fire oortunities.
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Campaign Overview
Stage 1: Mi¢town Stage 4: Return to Town
Fuel is in short This is a storm for
su ly and Virgil the ages—one you
nds to kp the may not survive
Lagnia e ticking if you don’t sk
over. Enter what shelter during
was once a mi the intermient
town under threat, squas. Fight your
but now its strts way back through
are devoid of life; Page 132 the to¨ential rain, Page 154
only the undead sking the safety
stalk their prey here. Sk the sugar mi from here. of a Safe Rm you disregarded earlier.
Achievements
Stage 3: Mi¢ Escape These Achievements are available during this campaign. For
advice on completing them, consult the A endices at the
After you escape back of this guide.
acro a sugar
cane field and
Weatherman Survive the Hard Rain Campaign.
grab the diesel
fuel, the weather
takes a turn for the Navigate the sugar mi and reach
worse. A maive Sob Story the Safe Rm without kiing any
maelstrom of rain, Witches.
wind, and pr Page 148
Sti Something
visibility conspires Survive a campaigns on Expert.
to Prove*
to a another layer of tension as you retrace your steps.
Survive a campaign on Expert ski
UNCO ON INFECTED: The Real Deal*
with Realism mode enabled.
ROAD CREW
Confederacy of Finish a campaign using only mel
Construction workers driven rabid by viral
Crunches* weapons.
infections or worse lier the landscape in
this township. Noice-muling head gear * Requires completion of this campaign, plus aitional tasks.
covers their ears, so they only react to
movement they s. They don’t join the
throngs when a Pipe Bomb is lo½ed, but
they are sti able to hear car alarms.
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Milltown
Four Str£ts of Fury: Mi¢town Overview
Virgil nds some diesel for his riverboat, a problem which forces you onto dry land (dry for the moment) and through
a mitown that was depreed before the Infected Apocalypse. After you establish a plan to signal Virgil by switching
on the Burger Tank sign on the rf of the eatery when you’ve found the fuel, you read the signs indicating that fuel is
available two miles away. Your team sets o acro four parael strts, scrambling acro backyards, over cars, and
noting the various houses that have items inside them. You wi cro to a playground on Second Strt and pa an
ambulance and garage sale on Third Strt. The rain begins to pier-paer while you are on the rf of the last dweing
before the old sugar mi—a yeow-waed Safe Rm.
+ The trek to the Safe Rm is roughly linear, - Beware of Special Infected lurking in bushes, behind
meaning that methodical advancement and noting trs and vehicles, and inside the homes you can
landmarks can prevent you from losing your way. investigate.
+ The many houses along the way have copious items - It’s very easy to become split from your team as
inside; check the guide map for poible locations. you secure each location, so stay close and head
+ You’ return to Burger Tank via exactly the same into houses together.
route, so remember the way and check for - The Uncoon Infected Road Crew ignores Pipe
a°eible rftops while the weather holds. Bombs, which makes them le eective weapons.
Also watch out for Infected that foow you
everywhere, even onto rftops.
Milltown: Area 1
Start
1C
1A 1D
1B
1E
1F
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onto the trailer rf should stand atop it as the rest move up NOTE
and over, and make sure no aacks from behind o°ur.
The boarded-up building to the left of the trailer as you
come in from Location 1C is actuay the Safe Rm
betwn Stages 4 and 5 of this campaign. It isn’t cuently
aeible, but memorize its location (and how to reach
this building when you’re moving in the oosite direction)
before the weather takes a turn for the worse.
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The building
TIP on the right is in
ruins, but it sti
Learning the landmarks is thoroughly recoended. For has most of its
example, the Burger Tank eatery, white trailer, and ki«ie chambers intact.
play area are a places you’ return to later, and spoing Oering a°e
them lets you know how much farther you have to travel. (via dr or
window) to and
UNCO ON INFECTED: from Location
1F and 2A, and
ROAD CREW with a side entrance to the aached lean-to, this building is
Distinguishable by their reflective
two flrs of haways (picture 3) and bedrms. This is the
uniforms (and eyes) and their yeow
first building interior to fuy explore. Grab what you nd, or
helmets with ear protection, these
(in the case of Adrenaline) make a mental note of its location
road workers are fuy mobile, slightly
for later. If you’re going in, go in strong enough to repel any
tougher than their Coon brethren,
Special Infected that may be lurking inside. There’s a balcony
and aren’t aected by noise to any
on the second flr, t, but it only overlks the playground.
great extent. Tackle them in the usual
maer, but don’t use a Pipe Bomb
and expect them to run to it; they TIP
are completely unaected by this diversionary projectile
By now, you should have realized that scouting out houses
(except when it explodes, of course).
on the way to the Sugar Mi (and making note of any
significant caches contained inside) is much easier than
ransacking them during the return journey.
TIP
Conserve First Aid Kits and your health generay. It may be E ECTIVE
wise to run past many locations to the Finish of this area to INFECTED
minimize the damage your team takes and to leave First Aid
Kits alone. You wi nd them during the return journey.
Under Construction
1F The paage
betwn
the kiie
playground and
the third strt
(Location 2A) is
over the faen
picket fence and
along a na¨ow
aeyway (picture The first two strts and the houses betwn them
1), where you oer the Special Infected more hiding places than many
can expect a previous stages. Because every corner is a potential
poibility of ambush spot, work out some times to jointly aack the
Special Infected four Survivors to cause maximum consternation. For
ambushes, example, when you know they’ be moving in a straight
as we as line (such as at the ramp near 1B; as shown), charge in
the maes and strike. Try spliing up the team and laoing the last
dro ing down, foe before they climb over the white trailer at 1C, or else
heading through lurk behind the white house near the playground to rl
drways, or in a foe in this area. The two buildings on either side of
charging from the fldlights at the end of the aey. Your the aey at 1F are fantastic places to dart out and aack,
main task is to get to Area 2, but you can survey the two especiay if your foes have split up, or are exploring
buildings on either side of the aeyway, t: inside. Launch aacks from the rftops and areas
The building on the left is in a bad state and can be normay out of reach.
entered via a drway near Location 1F, or any of the open
wa sections or the front of the building. Expect a few lurking
forms on the ground flr (picture 2), and use the staircase
to reach the skeletal second flr, which oers gd sniping
views of Locations 2A and 2B. You can drop down to the
aeyway, the gray area, or the parked vehicle or continue
to snipe from this high position. 135
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2A
A.I. DIRECTOR’S CUT
Vehicles parked throughout this area may be alarmed, so
lk for warning information and avoid them a°ordingly.
2B
2C
2D
2E
2F
Finish
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Everything Must Go
2A
2F
Instead, move along the strt until you can s a high Safe Rm, with the covered garage containing a spdboat
(and impenetrable) fence ruing along the right side of the (2F), isn’t a°eible. Spend no longer than you have to
road. You can continue toward Location 2E at this point, or here. Scamper up the stairs of the yeow, co¨ugated-metal
inspect the larger house with the shed in the back garden. building by the road ba¨icades and slam the Safe Rm
Explore the inside of the house, taking care to prepare for a dr behind you. The vantage point aows you to cover
Special Infected takedown poibility, and then you can exit your teaates as they do the same.
onto a side deck, near a laer which can take you to the
rf (picture 2). Naturay, the Infected can reach this high
point, t, but unlike you, they can climb was as we. E ECTIVE
INFECTED
TIP
Heading up onto the rftop? Then you can bound acro
to the other houses on this side of the strt and reach the
Safe House (Finish) without seing ft on the ground. This
is particularly useful if a Tank or other nightmarish crier is
roaming the ground; you can take it down from height.
Caution
Leaping on vehicles, something that you could aempt to
gain a height advantage up to this point, is now not wise,
as many of the vehicles along this road are alarmed. Do not The picture shows a perfect takedown strategy for the
Infected: A Jockey manhandles Eis inside a house
suon the Horde if you don’t have to!
after an interior exploration goes ho¨ibly wrong for the
Gie Some Sugar, Baby humans and Eis’s friends are outside, wondering where
he is. Darkened interiors, under stilt houses, behind
2E
vehicles, along the sides of garages, over fences, up on
rftops—these are a viable locations to spring from.
Launch your aacks from dierent directions at the
same time to further fluox your foes, and pile on
the preure by piºybacking onto a Tank’s or Witch’s
rampage to reay haer the point home. Finay, try
raising the alarm: Drag or bump a Survivor into a car so
the Horde is suoned.
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Sugar Mill
Where Witches Roam: Sugar Mi¢ Overview
A dilapidated sugar mi, consisting of an oice, two refinery buildings in te¨ible disrepair, the she of a four-story plant,
and a sugar cane field, is a that lies betwn you and a gas station with suitable fuel for Virgil’s boat. Of course, the mi
is a death trap of darkened corners and twisted and faen masonry and metal, and it features numerous Witches. This
place of despair sms to aract this most ferocious of foes. The pathway winds through both refineries to a loading
bay and has a couple of smaer chambers and cabins where items can be found (and stored for later). Once you’re atop
the plant, the Horde aacks after you ca the elevator. Auming you survive their onslaught, you can blindly run through
the cane field, hoping you don’t encounter another wping Witch.
+ This place may initiay a ear to be a maze, but - Witches sit or plod about this entire stage, meaning
segment it into recognizable areas (as the guide triºer-ha y teaates nd to watch their
does) when speaking to your team. aiming, and flashlights nd to be turned o. Using
+ Much of your journey should involve lking at the a precision weapon is also recoended, so you
raised catwalk sections and recognizing areas to don’t a°idently wake a Witch with shotgun spray.
utilize on your way back. - The plant is highly dangerous due to its multiple flrs
+ This is the last time you nd to actively discourage without safety ba¨iers. Stay together, and take up
the taking of item caches; leave items of particular defensive positions when the elevator is caed.
importance (Adrenaline) for the return trip. - The cane field is particularly confusing, so use the gas
sign landmark so you know which way to run; it is
very easy to split from your team and get picked o.
3A
3B
3C
3E
3F 3D
3G
3H
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Firing on A Cylinders
3C
(except for the Road Crew Infected, who nd to be slain the the shambling undead. Ki anything that moves and complete
old-fashioned way—with buets or baering). this U-turn by ruing toward the garage dr next to the
portable toilets. Watch for Special Infected aacking from
shrubs, the garage drway, or the rf.
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Refinery 1: Vats
3D TIP
Search the right wa near Location 3E for a la«er leading
up to a thin pipe that stretches the width of the refinery’s
was. This pipe also aows you ae to an uer catwalk,
which you can investigate further. It leads to the uer
flr of the mi o ice (3B). Using this route saves you a
significant amount of time when you’re backtracking through
this area, so plot the route now and remember it, before the
sun goes down.
Once you’re in the garage, you may be aacked or ambushed You can continue to plot a course back through Refinery 1,
(picture 1), so stay in the vicinity that is compact and but only after the foes on the ground have bn nuified.
oers cover o ortunities, before venturing out into the From Location 3E, optionay check the sma foreman’s
tumbledown remains of Refinery 1. Several of huge vats are oice for signs of items, then exit back into the refinery and
standing, rusting there as the sun goes down, while others lie move under the remains of the catwalks (which can be used
on the ground. Move forward toward Location 3E (picture 2). as “ste ing stones” on your return journey), heading toward
If you s anything that isn’t emaciated and wping, sht a sma cabin at the far end of the refinery building (picture 1).
it in the head.
WATCHING OUT
FOR WITCHES
Can you hear faint wping? Then aim lower than head
height when tackling other Infected in the area, so you
don’t a°identay wake one of the Witches siing or
wandering the sugar mi. As you’re likely to run acro up
to thr of these vicious mourners before you get fuel,
you nd to give them a wide berth. Don’t strike a Witch
in the head, or fire o rounds near her!
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3G
E ECTIVE
INFECTED
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4B 4A
4C
4D
4E
4F
4G
Finish
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4A 4B
where Special Infected can grab and drag back the last (picture 3) and scramble out of the refinery via an opening at
Survivor before they can step down into Location 4A. the far end of the left wa. The catwalks above your head are
If this ours, save your friend by droing down, then only useful on your return journey.
iediately heading north through the gap and droing
back into the aeyway betwn the buildings. This aows
ae to the patch of gra and rusting sheds again.
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Enter the
Move into a
building
more open area
together, and
with gray scrub
ignore the
and a rusting
ground flr
container truck
except to
near two large
cleanse it of
reservoir towers
foes. Move
on your right
rapidly up to
and a loading
the next flr
bay building on
using the concrete steps, and then step out, chsing either
your left (which can’t be entered). Su re the iediate
to take out foes on this level (picture 1), or to continue up
threats (picture 1), ste ing onto the ledge under the loading
the steps. Heading up the steps is usuay safer because you
bay rf so foes nd to clamber to reach you. Mow down
can gain height, ignore enemies on the flr one level above
anything that groans, check for items, and then navigate
the ground, and move up to the next level (picture 2). This
around the water (because wading slows you down) toward
flr (two up from the ground) may have more forces to
a cabin, just as the rain begins to pelt down. Beware of
contend with, including crazy Infected that drop down from
aitional foes (picture 2) betwn the cabin and the rusting
the rf to land on a broken catwalk behind you (picture
tower, which can be climbed via the laer (if you’re wanting
3). Push your way up the stairs to the top flr; aempt to
to plot a return journey along the catwalks linking the
locate a couple of flaming ba¨els.
towers). Drop into the cabin to stock up on items, or else
save them for your return.
Caution
Chargers (and, to a leer extent, Jockeys) are a key
nuisance as you progre up here; focus your firepower on
them so that none of your team is slaed or stred o a
ledge to their dm!
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Elevator Action 4E
4E When you finay
reach the top
of this building
she, step o
the stairwe, and
pick either route
to the ba¨els
and elevator (4E);
you can head left
or right; it takes
the same amount of time to navigate around half of the flr
to the view over the sugar plantation (picture 1). You should
note the huge “GAS” sign in the distance (your Safe Rm),
and the elevator shaft itself. As faing o the building results Position 3: As long as you have a competent person
in emba¨ament and death, ca the elevator. guarding position 4, you can stand to the right of the flaming
ba¨el near the elevator and cut swathes through the Infected
Unfortunately, the elevator makes a great grinding noise that are climbing the interior ledges, and help out the
as it slowly ascends, which prompts a Horde to swarm your Survivors at positions 2 and 4, if neceary. A close-combat
location. This shouldn’t be a problem for the bale-hardened or Mel Weapon and quick aacks are best.
crew you’ve aembled, as long as you’re taking up a ro-
priate defensive positions, such as the ones shown in the Position 4: The
foowing example: final Survivor
can be used
as a “floater”
TIP who helps out
positions where
Whoa! Before suoning the elevator, check the location the Infected are
for any explosive objects, such as Fuel Cans or Propane swarming the
Tanks, and place them on the routes the Horde wi take. most vigorously.
This a«s an extra waop of o ensive fun to your forth- Otherwise, this
coming bldleing! This bale is also a gd time to use a team member should tag foes ruing along or climbing up
projectile to sta the Horde’s progre. to the ledge by the first flaming ba¨el, so that none of them
Position 1: One reaches the elevator location.
team member
should stand
by the elevator
TIP
and butcher foes This is an optimal example of defensive fighting as the
swarming up the elevator ascends (be flexible enough to try a di erent plan if
was from the the situation cas for it): Step into the darkened side of the
plantation below. building if your team is aacked by a Special Infected, and
They a ear on move and slay constantly if a Tank aears. Don’t drift t
the was in a far from the elevator if you can help it, though.
couple of locations, so stay near the elevator (so that you’re
not knocked over) and lk down to blast everything that is Field of Screams
scampering up to swarm you. A longer-range weapon and As sn as the
gd headshot aiming is advisable. elevator gate
swings open
Position 2: One
(the teaate
of your crew
nearest the
should stay by
elevator should
the flaming ba¨el
check on the
near the elevator
Prima Official Game Guide
car’s progre
and blast away
upward), ye
at foes ruing
at your team
up from the
to backpedal into the elevator car, and close the gate
staircase, acro
behind you. Don’t hang about; a of your team nds to be
to the left, and
inside the elevator to activate the buon. The elevator now
around the coecting ledge and out from the shadows to
descends slowly to the sugar cane plantation below. As you
the left of the ba¨el. This teaate should help the Survivor
descend, plot a route (using the guide map, or the view from
at the third position if nded. A ranged weapon and
the elevator), and use the “down time” to heal, reload, and
headshots are caed for here.
generay plan.
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Mill Escape
Spi¢ing Bld in the Flash Fld: Mi¢ Escape Overview
There’s gd news and bad news: The gd news is that you’re backtracking through the sugar mi, and you should
already have a prey gd idea of the route you’re taking. The bad news is there’s a storm coming, and it’s a dzy.
Expect periodic squas that impede your vision considerably. Sk cover when the roar of the storm becomes t much.
Now the return trip in the dank dark becomes a soºy trek. Use large buildings and landmarks to find your way, hop onto
catwalks and other raised areas to avoid slow wading in the water below, and continue to avoid Witches, who sti wp
throughout the tumbledown mi.
+ Your winding route should already have bn - This storm can be completely overwhelming, and the
inspected and plaed; use the catwalks to avoid initial sprint through the cane field is highly dangerous
moving on the waterloºed ground. if you’re separated by Special Infected or incompetence.
+ Staying close together is even more important than - Witches are back and even more diicult to spot.
normal; you don’t want to disa ear into the storm, Although maneuvering over catwalks is recom-
especiay during the cane field croing. mended, faing o isn’t, and it can impede your
+ Begin to gather the items you left behind during the survival chances.
previous stage, and employ them eectively, such - What lies in the dark corners? It’s usuay a Special
as using Adrenaline to run through water. Infected, but don’t let the fear of what you can’t s
prevent you from progreing.
it’s available, and ransack the gun cabinet for aitional field, hopefuy in a straight line after winding around the
ordnance (picture 1). copse of trs. Lk ahead and upward, so you can catch
the outline of the mi plant (picture 3) lit up by lightning to
get your bearings.
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5G
5F
5E
5C
5B
5A
Start
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Tanks are 5D
TIP particularly
troublesome,
The weapons you cay should vary slightly due to the as their aacks
inclement weather conditions. With decreased visibility, knock you
you’re beer o using guns without a sight that fire rapidly acro the
at medium or close ranges, rather than sniping armaments. building and
When a storm hits, which it does randomly and periodicay, usuay o the
and the wind gets up, the rain pelts down, and visibility open ledges, so
becomes a joke. Find a safe place to hide to wait it out, backpedal and
such as by a wa, tr, or other structure. It wi pa. focus your team’s firepower on one. Try a Molotov and run
around the entire flr to dodge those thrown slabs and
When dashing through the cane field, it is even more arm swings. Fight your way down the first set of steps to the
imperative that you have already discued a path (such as flr iediately below, cuing down foes along the way
either of the ones shown, or hu¦ing the left or right sides (picture 3).
of the field) betwn Location 5A and the elevator (5C).
The gd news is that you don’t nd to descend two
Plant Life more flrs to the waterloºed ground level below. Rather,
you can escape the plant via the partiay coapsed catwalk
5C (picture 4), although it’s a gd idea to check the area
for Special Infected before you move onto this structure.
Minimize lost time and the poibility of your team faing
victim to a Special Infected by staying close, learning where
the catwalk is, and moving in unison toward it. Remember,
not everything nds kiing!
TIP
The two maive chimneys in the distance serve as gd
horizon landmarks to lk for if you find yourself lost in the
wind and the rain.
Struºle to the
o osite end of
The Rusting Vat Tower
the cane field, Advantage
check the rusting
5E
cabin (if you
left items there
after a previous
search), and step
into the elevator.
The wind mules
the sound of
the mechanism,
which aows
you to ascend
to the top flr
of the plant
building usuay
without receiving From the half-coapsed catwalk (5D), you have two places to
a Horde at the fa to: the rf of the cabin with the hole in it, or the ground
top. As this place below, which is now completely covered in water. You’re now
Prima Official Game Guide
oers the same degr of ambush potential for the Special back at the loading bay, and after securing any items you
Infected, prepare to combat them as you disembark (picture may have left here, figure out a safe method of returning to
1). You’ also face Coon Infected and usuay a Witch or Refinery 2. One of the ways is to wade through the water, but
Tank (picture 2). Survivors with previous experience of Swamp Fever know
that movement is severely curtailed in water, which makes
you easy prey for Special Infected.
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Caution
Pipe Bombs and Bile Bomb are your projectiles of choice.
Molotovs have a tendency to fi»le in the cuent climate.
Once the storm hits, it’s just as easy for you to savage
a Survivor, but it’s a lot harder for the humans. To reay
take advantage of the weather conditions, aack when
your foes are in the thick of it. For example, it is always
wise to wait until the Survivors are in the cane field
before aacking. A competent drag, ride, charge, or
clawing from multiple Special Infected can wipe out an
entire team as they mi around in the dark, unable to find
their friends.
When they reach the plant, use your wa-climbing
You should be somewhat familiar with Refinery 2, although abilities to stalk your prey. Your foes are likely to be
it lks dierent in the dark, rain, and when traveling in the heading back as quickly as they can, and may not be
o osite direction! However, your team should reconvene at lking out for a Hunter’s pounce (as shown) in an area
Location 5F, the platform with the generator on it that has a they’re about to traverse. Grab foes before they reach
sti-functioning fldlight. Drop down from the catwalk, or the cabin, and back up any biºer threats (Tanks and
head up to the platform from the ground. Expect constant Witches) throughout this area. Plans for aacking inside
Infected aacks and even the random a earance of Witches Refinery 2 are much the same as before, although your
(picture 1), in aition to the storm squas. foes are higher up. You, however, can make use of the
dark corners for multiple ambush o ortunities.
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6E
6D
6C
6B
6A
6B
A.I. DIRECTOR’S CUT
The Director dynamicay controls the stormy weather
throughout this stage. Particularly powerful storms
du the “glows” around your teaates and suon
a Horde. Sk shelter each time a squa hits.
TIP
The ground is ru¦ed and the threats, constant, so bunch
Having some degr of familiarity with the layout of the
together as best you can. Know exactly the route you’re
sugar mi, you should find your exit to be more adept
and quicker than your entrance. You begin in the aeyway about to take. Let one teaate shout directions for
betwn refineries, so race along the ground toward the everyone, and the rest foow.
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Return to Town
Slaughter acro the So²y Str£ts: Return to Town Overview
A new Safe Rm has opened up at the far end of Second Strt, which is the only structure that’s dierent compared to
your first visit through these strts. Of course, the weather is as ho¨ific as the aacks the Infected are poised to inflict
on you, so having a route plan is even more important this time around. Whether you’re ho ing from rftop to rftop,
or injecting Adrenaline and sprinting up the strts, you nd to navigate up Fourth Strt, acro to the garage sale,
past the ambulance, down the aey to the playground, and then find the newly unlocked Safe Rm—a without becoming
separated or savaged.
+ Although important in previous stages, lking for - There’s even more risk of being pued from
fldlights and porch lights gives you visual clues rftops if you don’t stick together as a team.
to the co¨ect places to head to. Always watch where your coeagues are and react
+ Use landmarks, such as the water tower and quickly if they are waylaid.
ambulance, as visual clues, t. If you know how - The bushes, houses, trs, and vehicles are poible
close you are to the Safe Rm because you’re hiding places for the Special Infected; pay aention
near the playground, it helps you know whether to and lk to the sides and behind you constantly.
plan a rush or to stay and fight. - If you’re making a dash to the Safe Rm, be sure
+ The houses are helpful in many ways: head to the rf that a of your team can make it. There’s nothing
for partial safety, head inside for items you left earlier, worse than venturing back out to rescue a straºler
and leap from house to house to avoid the water. and being overwhelmed!
to make a dash for it, you can run up the flded strt,
Before you leave the Safe Rm, make sure two maers optionay using Adrenaline. However, a slightly safer option
are aended to: first, you’re fuy healed, you’ve gra½ed is to ascend the laer leaning on the garage with the spd
another First Aid Kit, you have Adrenaline, everyone else boat in it, and go up onto the first house rf (picture 2).
has done the same; and second, you’ve fuy discued just Visibility is a aing, but you can hop to the rf of the next
house via a refuse container fied with dirt. The second
house can be searched, t, if more items are nded.
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Finish
7H
Return to Town: Area 7
7G 7F
7E
7B
7A
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Is water-wading becoming a problem? Then lob a Pipe Bomb way through here before. There’s no laer this time, so you
if you’re constantly under aack from foes; it sti works just can’t scale the trailer. Move to the Safe Rm instead. Scule
as we if it lands on water. You’ have to ki the Work Crew inside, but be sure to guard the dr. Don’t let the Infected in
Infected as normal, though. due to a lack of preplaing (picture 4)!
TIP
Before you close the dr, it might be wise to grab any Pipe
Bombs, Bile Bomb, or other equipment dmed neceary
by your team that you’ve left in the strt before finishing. A
156 fuy loaded team is imperative for the final push out of town.
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E ECTIVE
INFECTED
Area 7 oers a the rftops, tr-hiding, and bush prowling you had during the second stage of this campaign, but
with the aed benefit of darkne and rainfa. This leads to copious o ortunities to dive out of the shadows to
claw a foe (picture 1), especiay one that’s being aacked by Coon Infected. If the team decides to split up, dark
aeyways are an exceent place to lao a foe (picture 2) and drag them in for the ki, especiay if your Special
Infected cohorts can preo°upy other Survivors with Chargers or Jockeys on the rf. If foes try to enter a house,
this is a key place to grab them; either aack inside the structure, or jump the last Survivor outside before they can
enter.
Town Escape
A Second Vigil for Virgil: Town Escape Overview
Break out of the new Safe Rm and scale the backyard fence before croing the waterloºed strts (the last perfect
time to use Adrenaline). Iediately light up the rf sign. From this point, you simply nd to survive a relentle
onslaught of enemy aacks, which includes periodic storm squas, ferocious clawing by Coon and Special Infected,
and two Tank aacks. Finding a gd, defensive position (ideay inside the eatery) can make a the dierence. Spliing
your team up is just asking to be taken out back and pueed. Auming you survive, ho½le onto the deck of Virgil’s
boat as sn as it is spoed.
+ Pick a teaate to go on point and reach the sign’s - Anywhere other than the interior of the Burger Tank
on switch on the rf as quickly as poible, and eatery can be considered extremely dangerous. The
then foow and back that person up. eatery interior is merely frightening.
+ You should have left enough items and equipment - There’s a tendency for Special Infected to pu you
to finish a prolonged fight with two separate Tank o the rf, acro the water, and devour you in
aacks. a dark corner that’s diicult to reach. Stay close
+ Did you hear Virgil a¨iving? Then there’s no point in together to survive.
waiting in the mitown any more; fl to the boat as - Tanks, Coon, and Special Infected a aacking at
sn as you can. once spes dm for your crew. Instead, preo°upy
the Coon folk by lo½ing a Pipe Bomb or Bile
Bomb.
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Finish Start
8A
8D 8C
8B
8C
TIP
Time for a Pipe Bomb or Bile Bomb? An exceent idea—
preoupy the Horde so a of your team can get inside the
Burger Tank eatery. Have a Survivor who is backing up the
person on point throw an explosive to the side of the route.
Then check the counter for another projectile while the
point-person scales the la«er.
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Burger Tanks
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E ECTIVE
INFECTED
TIP
Be extremely sure you know who on your team sti has a
Pipe Bomb, Bile Bomb, or Molotov, and ensure that they’re
The Special Infected have key roles to play during this,
ready to use the explosive when the mighty Tank makes an
the Survivors’ last stand. Many of the plans utilized
aearance! during the aack at the plantation mansion during Swamp
Fever can be reused here, t. First, the atmospheric
Caution conditions are perfect to aoy and bewilder your foes.
When the Survivors are wading through First Strt, lurk
Heading out the back near the river isn’t a gd idea. You’re in the shadows, and grab a straºler (picture 1); this can
more exposed to Special Infected there, and a Tank waop spe dm for the humans as they slowly hack through
can send you into the river with a single strike, kiing you. Coon Infected to rescue the victim. This plan of
targeting a straºler and moving them as far away from
the humans’ defensive position as poible is your main
task.
Are the foes on the rf? Exceent! They’re much
easier targets there. You can leap or str (picture 2)
them away from the action to an area where their friends
can’t easily rescue them. You’re almost invisible when
positioned around the rf, t, which makes your
aacks a the more potent. If you can get your Infected
brethren to provide a distracting Bile Bomb explosion or
charge through the Burger Tank interior, you can aack
with impunity.
It goes without saying that maximizing your aacks
with other Infected is another key to defeating the team
With competence, a team that sticks together and knows
of humans before the boat a¨ives. Launch strikes when
the exits of the Burger Tank building can prevail. After the
the Horde is large, or when a Tank a ears, so your
second Tank a ears, listen for Virgil’s boat horn, or watch
foes are dealing with multiple menaces at the same time.
for visual cues, and then head out toward the river the
When it comes time to leave out the back, Spier vomit,
moment the Lagnia e a ears. There’s sti a chance that
ambushes in the bushes, and charging humans into the
a Charger or Jockey can str you into the river, so be on
water are a recoended tactics. They must not live!
your guard and leap on deck (picture 9). Fl this ho¨ific
place and head for a more populated area. That’s sure to be
safer, right?
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Waterfront • Park • Cemetery • Quarter • Bridge
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Campaign Overview
Stage 1: Waterfront Stage 4: Quarter
Virgil heads o A historic maze of
to help others, aeyways, laid-back
while you fend for speakeasies,
yourselves. Coach courtyards and
is sure there’s an clubs, this is now a
evacuation point at te¨ifying gauntlet
the bridge. Unfor- to run. Kick-start
tunately, you’re at a tractor. Kick o
the Waterfront, so Page 164 inside the Ja Page 184
bale through husks Club. Kick out the
of historic buildings and sk solace in the vd shop. Infected inside Gator’s place, before you reach the final mile.
Achievements
Stage 3: Cemetery These Achievements are available during this campaign. For
advice on completing them, consult the A endices at the
You starting under back of this guide.
the frway and
pre on through a Navigate the impound lot and
Violence in
labyrinth of urban reach the cemetery Safe Rm
Silence
strts and homes. without tri ing any alarms.
Silent impound lot Bridge Over
Cro the bridge finale in le
navigation is eential Trebled
than 3 minutes.
so that you can reach Slaughter
the cemetery itself, Page 175
which houses the Bridge Burner Survive The Parish Campaign.
only dead folk that won’t be baying for your bld.
Sti Something
UNCO ON INFECTED: to Prove*
Survive a campaigns on Expert.
RIOT GUARD
Rent-a-riot-cops aren’t oiciay part Survive a campaign on Expert
The Real Deal*
of CEDA, but this government agency ski with Realism mode enabled.
hired them to provide crowd control,
and gave them buetprf uniforms Confederacy of Finish a campaign using only
to make them fl like real police. Of Crunches* mel weapons.
course, the extra protection this oers
the rabid Riot Guards means they can * Requires completion of this campaign, plus a«itional tasks.
only be kied if you inflict damage
when they’re turned around, after a
Mel Strike, or when they aack another teaate.
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Waterfront
Bienvenue à Bienvi¢e: Waterfront Overview
Welcome to the Bienvie District! This historical section of the city has sn beer days, but sti holds a fling of
grandeur. After disembarking from Virgil’s boat, you take a trip through an evacuation wharf, and into a main historic
strt now jaed with jack-knifed trucks and the walking undead. Head into a bar to spi some more zombie claret,
then gain entrance into an interior courtyard that leads into the kitchens of a once-swanky, now-ruined cafe. After a final
fracas with the Infected, you must sk out the vd store where your Safe Rm is, a the while staying away from
those alarmed cars.
+ This section of The Parish is relatively compact, - Beware of alarmed cars because when the alarms
which means you can try out dierent tactics sound, a Horde is alerted. Special Infected try to
without t many problems and then use them on nudge you into these vehicles!
later stages. - There are places such as u er balconies and
+ You have the leisure of aacking and learning how rftops where you can’t tread, but Special Infected
to ki the Riot Guard Uncoon Infected. Mel can, so lk a around you for safety.
Strike to spin, then finish him! - This section of town is extremely compact,
+ If you know the route to take, this particular stage which makes ambushes by Special Infected easily
can be completed easily and quickly. Be sure to achieved. Stay together and take any/a one-way
check whether the back of the bar is open, though! leaps at the same time.
Start
1B
1A
1H
1I
1C
1D
Finish
1G
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1E
1F
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Bale on Bienvie
A.I. DIRECTOR’S CUT 1B
Evacuation Wharf
Start
1C
1E Co½lestone Courtyard
This courtyard 1G
with scaered
refuse and a
single tr is
a°eed from
two directions: via
the rear entrance
to the corner bar
and through a
na¨ow aey (from
1E), or via a gray aey after you hop over the fence (from 1F).
The corner bar storage rm has items to pick up, which can
be a°eed no maer which route you had to take. However,
Maneuver to the end of the first strt and make a stand at
concentrate on the foes in the courtyard itself. There may be a
the corner bar, dro ing foes outside (picture 1) as long as
Witch wandering about, as we as Special Infected (such as the
Special Infected aren’t incoming. Quickly push your way into
leaping Hunter, shown). Move along the left wa to the flaming
the bar itself, ensuring that you deal with threats a around
ba¨el and enter the drway to the restaurant kitchens (1H).
you (picture 2). Use the interior to hold out against swarms
Before you enter, you can optionay check the white truck
as the foes are fueled through the broken windows and
container for items around the corner beyond the drway.
drways. Then inspect the premises. You have a choice of
routes now, depending on the Director.
TIP
A.I. DIRECTOR’S CUT Lost and forlorn? Don’t be. Lead your team into the light!
Throughout the campaigns, fldlights, lit bulbs, and (in this
The route through the corner bar (1E) may be
case) flaming baels hint that you’re heading in the coect
a°eible or blocked, so check behind the counter.
direction.
If the dr is boarded up, you must continue down
the strt. If it isn’t, continue into the bar’s back
storage rm, grab any items you nd, and exit into
Carnage in the Kitchens
1H
the co½lestone courtyard (1G).
Prima Official Game Guide
foes inside. Scour the kitchen area for items before ste ing
through the drway into the cafe that is set back o E ECTIVE
another strt you haven’t a°eed yet. Chse any of the INFECTED
gaps (broken windows or drways) as you exit the cafe.
Do You Do Vd?
1I
TIP
Many vehicles may be alarmed. To prevent hiing the cars
with wayward buets, only use Mel Weapons and stay
away from vehicles until you reach the Safe Rm.
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Park
Hedge and Mesh Mazes: Park Overview
After emerging from the other side of the vd store, you’re faced with two large and involved locations: a park with a
sma hedge maze, and a large bus depot with evacuation fencing that forces you into a dierent type of maze.
+ The park sms tricky to navigate, but as long as - Know exactly where you are in the maze and don’t
you don’t want to visit the riderle horse in the get split up, as it’s diicult to find faen friends.
mile, you can easily skirt the perimeter. Also beware of hedgerow ambushes!
+ Reach the depot and sprint to switch o the alarm - The Special Infected can climb both the hedges and
as quickly as poible. The use of Adrenaline and mesh fences before they spawn, which can create
your teaates to back up two lead ruers help extreme problems and ample ambush danger.
you finish this task. - There are a number of na¨ow, straight paages
+ The exterior of the park and ier section of the depot throughout this map. These make strafing diicult,
have rm to strafe and move, so plan on doing most and Chargers (plus other Special Infected) have an
of your fighting against Special Infected here. advantage.
Start
2F
2B
2A
2G 2E
2B
2H
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2C
2D
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2A
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NOTE
Combat in the confines of the hedge maze has advantages
and drawbacks. First, Coon Infected can only aack you
from the front or rear, so you can fuel oonents into
your weapons baels easily. The problems stem from being
overcrowded and heed in, so learn the layout of the
maze. The big problem comes from Special Infected, who
can climb the hedge was and scule around, so you nd
to watch for an ambush around every corner, sneak aacks
from behind, and drops from above.
TIP
Have you become separated from your team in the vicinity
of this park? Then ye at your friends to mt you at a
landmark, such as the gazebo, horse statue, or beer yet,
the exit archway.
oers a rapid method of covering the park (it’s even faster (but one step inside for cover) while others inspect the
with Adrenaline), and you can quickly reach the exit archway area using Mel Weapons. The extra restrm fighting
(2G) without awakening t many Infected. The central is worth it; there are likely to be some aitional su lies
courtyard is a gd place to head to as there’s a fldlight in this building. Beware of Special Infected aacks as you
with a su ly of items at its base. When you’re ready to
leave, chse a path out of the maze.
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2H
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3A
3C
3D
3E
3F
3B
3G
3H
Finish
3I
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Run into the initial corner of a large bus depot that has bn Enter the restricted area betwn the two grn wa
turned into a quarantine area. This maive forecourt has sections and make the most rapid inspection of the items
bn segmented by a winding, fenced pathway that ends at under the grn tent as you can. The Horde has a¨ived!
a scaold structure (Location 3F). You may be able to s You must iediately bale back and forth through the
(and cut down) a few foes behind these fences, but to enter fenced co¨idors as you graduay work your way toward the
the area you must board the CEDA trailer. The trailer has scaold platform in the mile of the quarantine parking lot
a one-way locking mechanism, so everyone on your team (3F). Sprint forward, optionay using Adrenaline to increase
must be inside before the dr behind you is sealed, and the your spd (picture 1).
other one is opened. During this time, stock up on any vital
3E
items.
Caution
This CEDA security trailer lks tough, but has an incredibly
fatal flaw: an open skylight that Special Infected (and even
a Tank) can drop down through and decimate your team!
Be very aware of this fact and fl the trailer if this should
our.
Perimeter Breach
Foow the 3C
pathway shown
on the guide
map: The only
way is to head
left and then
iediately
right, moving
down the long,
straight sidewalk.
You’re given instructions to deactivate the alarm to open the
exit drs out of this quarantine area, which is suspiciously
deserted. It becomes rather more crowded entities as sn
as you reach the end of the sidewalk co¨idor and turn right,
paing the sign marked “Warning Restricted Area.”
3F Continue to
Caution run forward,
around 180
Warning! As sn as you step o the sidewalk into the
degrs, and
restricted area, the alarm sounds and the Horde aives. Be
down the third
sure you’re ready to reach the alarm switch (3F) and have (ier) fenced
plaed the route! co¨idor, which
has the scaold
structure on
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TIP
Adept and quick Survivor movement is particularly important
Move inside the bus station via the main entrance (visible
because Special Infected (especiay Smokers) can grab or
on picture 1) and through the interior until you reach the
pu you from the other side of the fences, impeding your bus stops in the back (picture 2). So that you won’t be not
movement and staing progre severely. If you can a take swarmed by Infected as you head around the next corner
Adrenaline at the same time, arm yourselves with Mel and escape, move into the large tarmac parking lot behind
Weapons or close-combat guns (Shotguns are great), and the buses (picture 3) so you can eectively deal with any
run the coidors without stoing, you stand a chance. remaining foes in the area.
Only stop if a huge ma nds quick cuing, or one of you
is stoed by a Special Infected. Don’t split up! Safe and Sound
Back of the Bus Depot 3I
3G
You’re almost at
the Safe Rm,
3H While two of so jog to the
you guard each corner, past the
other on the last parked bus,
u er scaold and turn right.
and shut o that Run along the
damn alarm, your sidewalk betwn
friends should the mesh fence
preo°upy the and rear of the
enemies on the bus station. Although you’re only ft away from safety,
ground below. If don’t get complacent because a Special Infected aack could
that means lo½ing a Pipe Bomb, Molotov, or Bile Bomb, so o°ur at any moment (picture 1). Those buses are easy for
be it. When the frenzy is over, drop down and help nuify your freaky foes to lurk behind. Dash for the easily spoed
any Infected remnants (picture 1). Watch for foes dro ing Safe Rm (picture 2) and nurse your wounds.
down from the main bus station rftop. You may now
Prima Official Game Guide
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E ECTIVE
INFECTED
The bus depot is another exceent area for the Special Infected to wound, delay, split up, and eventuay defeat the
Survivors, as long as you plan aacks a°ordingly. Before the CEDA Trailer (3A), aack with the Coon Infected,
foowing the foes from the aeyway because they don’t usuay lk behind during this combat. The long, thin road
makes Chargers a gd option (picture 1). As always, aack if a Witch is nearby.
When your Survivor foes are in the CEDA Trailer (3B) and you’ve spawned as a Tank, break through and drop in
from the skylight to reay harm them. The fenced quarantine area is a fantastic place to tether a human to a wa
(picture 2) and let the Horde do their job. Spliing the team up is easy, and you have the benefit of dro ing down
from rftops, climbing over the fences, and maing near the laers to prevent foes from ascending to stop the
alarm. Concentrate your forces here.
Cemetery
Kn£-D£p in the Undead: Cemetery Overview
Farther into the city, the zombie apocalypse has bn going on for days, and the urban strts are fied with the
ravenous undead. After a couple of altercations under the frway, you emerge and sk a way around a bus that is
blocking your path. You then weave through dierent houses, watching out for ambushes in the homes’ dark recees,
before reaching a sewer hole that leads directly into an impound car lot. Try to sneak out to a laer leading up to
the frway, which is promptly bombed by military jets. This forces you to take in some aitional sights, such as the
Cemetery of Saint Roche (an apt historical figure, given his role during the bubonic plague 700 years ago). But you’re not
here for history leons—get to the Safe Rm inside the Double Gaery house after your tour of tombs is over.
+ The urban strts are an elongated maze, but the - Certain sections of this map (4D, 5A, 5D, and 6B)
building interiors oer decent protection (as you have one-way drops. Your team must descend at
know where aacks wi a¨ive from), which aows the same time or else straºlers face death at the
you to heal. claws of Special Infected.
+ Although many impounded cars are alarmed, if - Special Infected love to knock you into cars inside
you sheath your weapons (so you don’t sht any the impound lot, and the resulting Horde can easily
vehicles) and sprint out in a straight line, you can overwhelm you. Fl as fast as you can.
avoid combat completely. - The path of the cemetery changes each time you
+ The maze is tricky to navigate unle you use the play, which forces you to aempt a dierent route
obelisk in the mile of the maze as a landmark and each time. Don’t get lost!
the position of the sun.
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4B
4C
Te¨or at the Tow-Away Zone
4D The gray
ground ends at
a wa ahead of
you, so lk to
the right for a
4E campfire (picture
1) and head out
from under the
maive frway
4F
structure and
onto a sma 4B
hiock. Switch
4G your weapons
from Mel to
something with a
bit of range. You
can spread out
as you check the
iediate area,
Under the Concrete Overpa watching for
4C
Start Once the healing poible Infected
and plaing are incursions from
complete, open the frway
the Safe Rm above. These
exit dr and can be dealt with
step out under using a projectile.
the maive Move forward
concrete toward the mesh
overpa, but ba¨iers and pray
concentrate on that something
4A the gray earth maive and lumbering doesn’t a ear.
in front of you If a Special enemy does rear its ugly, pustule-fied head
(picture 1). Edge (picture 2), you are encouraged to back away and use the large
forward after gray space to strafe and take down the freak. Inspect the
kiing the initial ground near the ba¨ier; there’s a sealed store to the left, but an
Prima Official Game Guide
waves of foes, open one on the right under some steps and a balcony. Head
then check the inside to secure items and then move to the flaming ba¨el at
slping bags the boom of the steps (picture 3) and ascend.
and refuse for
items as you
slice or blast aitional enemies (picture 2). Clusters of TIP
refuse sometimes have items siing near them, so check
each pile of trash you s, as we as the concrete piars for The foowing location is likely to have more than one
poible ambushes. Special Infected aempting to waylay you. With this in mind,
make sure your team takes aropriate defensive stances.
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5B
5D
5E
5C 5F
A Hard Landing are sti items to locate, including inside the mostly intact
5A building at the far end of the strt (to the right of Location
5B on the guide map).
Back in the strt, locate the half-burned building (5B) and
a°e it via either drway. Step inside, optionay checking
the staircase to the u er flr, before heading down the
haway. Prepare for a poible ambush (picture 2), especiay
from foes dro ing down from upstairs, and demolish a
entities before ste ing through the hole in the outer wa.
Outside (picture 3), you should definitely check the white
trailer with the laer pro ed against it. Items are on the
rf.
Caution
This sewer drop is one-way; you can’t rescue friends sti
stuck on the surface!
TIP
If any of your team are armed with Pistols instead of Mel
Weapons, it’s a gd idea to have everyone switch to
Mel. That impound lot is fu of alarmed vehicles!
Going Underground
5E
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TIP
Head out of the hole, sheath a ranged weapons, and then
head down the mi«le of the impound lot to the exit: safe,
simple, and you’ve saved aunition, t!
E ECTIVE
INFECTED
absolutely love this area as it’s easy to str, Charge, or major aack at the impound lot (picture 2), where it is
nudge you into a vehicle. Kp this in mind and make your imperative you cause a car alarm to activate. After that,
escape quick. aack the foes, belching Spier vomit into the escape
path, string foes into the sewer hole, and generay
savaging your enemies while the Coon Infected back
you up.
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6B
Frway Faing
6A
6C
6D 6B
6E 6E
TIP
This is another location where it’s di icult to ascend back
onto the frway, so drop down together so that stra¦lers
aren’t hauled away by Special Infected.
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6E
are usuay foes dro ing down from these stone structures.
While foowing the location of the sun, there’s a
secondary, and just-as-important landmark to fixate on: the
obelisk located near the mile of this maze, on slightly
TIP
higher ground (picture 3, on the left). Slaughter your way The sun is hanging low in the sky in the far-left corner of
to this location, favoring Mel and short-range firearms, the cemetery, so foowing this celestial body is extremely
and make a swp of the obelisk for items. On your way helpful in locating the exit archway by the white truck (6E;
here, you should also check the various ornate graves for right side). As long as the sun is on your left, you know
aitional items. you’re heading in the coect direction.
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Quarter
Claustrophobic Cu¢ing: Quarter Overview
The rear of the double-gaery house opens up into a once-beautiful courtyard, which is now fied with pitiful Infected. So
begins a compact and condensed kiing spr among the na¨ow aeys and interior rms of the city’s historic quarter.
Step out onto a balcony overlking a one-way strt, and dash down it the wrong way into a Ja Club where the hip
cats have bn replaced by slo½ering fiends. Escape out the back into an aey that leads to an apartment and ascend
to another balcony. This overlks a courtyard where a tractor and its carnival platform are parked. Once the route is
rstablished, you must descend back down to strt level, find Gator’s Speakeasy, and take a bite out of the Infected.
After yet another aey run, force your way through a store and out into the open under the frway to the biºest
landmark and your key to frdom: the bridge.
+ A competent team should have a method of clearing - Thr sections of this map (7c, 7F, and 9D) have
house interiors with minimal problems. Check the one-way drops. Descend at the same time or
front, left, and right areas for foes instantly. straºlers face death at the claws of Special Infected.
+ Constantly switch position as you reach locations - The na¨ow aeys and numerous dark interiors
throughout each area: the person on point turns favor strikes from Special Infected, so watch
around and oers covering fire as the rest of the out when paing every open window and when
team catches up. ste ing into every unexplored rm.
+ The threat of Infected incursions is le once - The tractor courtyard can be incredibly diicult
a building interior has bn cleared. Position because you must wait one minute for the tractor to
teaates at exits to cover friends wanting to heal. move—and that’s after you’ve baled to switch it on!
Start
No Quarter in the
Courtyard
Start
7A
7B
7C
7D
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TIP
By now you’ve realized you’re dp in the city, with
aeyways, buildings with balconies, and copious places from
which the enemy can ambush you. For the rest of this stage
(to the end of Area 9), use the tactical team placement that
worked we during Stage 1: Your teaate on point should
always be checking the path ahead, focusing on enemies at
close range, and exploring the pathways. One or two more
players should back up the first, blasting enemies to the
sides, or any that he doesn’t s. These players should also
scan the was, balconies, and rftops for foes sking
to outflank your team. Finay, one or two players should 7D
provide longer-range backup, focusing on sniping foes in
the distance ahead, but always ready to blast foes heading
toward you from behind. Gd verbal counication is
also key, as is instant help whenever a friend is struck by a
Special Infected.
Entering rms can be problematic due to space
constraints, so you may wish to have your point person
dash in, aract aention, and then backpedal out.
Meanwhile, two other teaates stand to either side of the
drway to catch foes (but not each other!) in a thr-way,
cro-fire maacre.
Continuing through buildings is also a problem, so cycle
through “chaperone” teaates that are constantly lking One of your team is likely to be ca¨ying a longer-ranged
out for others. The “chaperone” enters a rm, secures it, weapon, and the o°asion to use it is as you step out and
moves to a corner and waits for the others to pa through, lk left, down a long, historic strt with exceent sniping
helping the rear guard of your team with any Infected o ortunities. With a of your team on the balcony, you are
threats. Then the chaperone joins the rear of the team and susceptible to Special Infected aacks, so move along the
balcony, dro ing Coon Infected (picture 1) as you go.
joins the team in the next chamber, where the action is
Drop down onto the white van and then to the ground. Have
repeated with a new chaperone leading the way. Variations
one teaate make sure the other thr are on the ground
on a tight plan such as this minimizes ambushes from
before dro ing from the van, as a prone Survivor on the
behind and kps you moving forward.
balcony (or in the pink building) is usuay impoible to
rescue.
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Edge your way down the long, na¨ow strt. Expect a When the stage is cleared, move through the tables and
sma ma of frothing undead (picture 2) to close in on the up the stairs to the pl rm balcony above (picture 2).
way, so prepare for this and for Special Infected aacks, Expect aitional aacks here. Those teaates with ranged
such as that of a Charger, or even a Tank. This strt has weapons can use the tables to dodge around while blasting
thr interior locations to check: a sma store just below heads. Move acro toward the storage rm while watching
and to the side of the balcony you first ste ed on, a store very carefuy for signs of a Smoker on the rftop back in
on the right before the cluster of cars, and a “police on the one-way strt. The open window (picture 3) is a nasty
duty” garage on the left. Inspect these while others guard the ambush spot, so have someone sideste ing and shting
entrances. Then head onward, watching for foes that drop to prevent this. Check the storage balcony for items,
in from rftops and windows and dash in from aeyways. watching out for foes climbing up and into this na¨ow ledge.
Advance toward a bus that blocks your path (picture 3). Have Then be sure to drop down a at once.
a Mel Weapon specialist (in this case, Coach) in the lead
and back him up with teaates either side and behind.
Watch for rear aacks as you edge toward the Ja Club. TIP
Going Clu½ing If one of your team is pued through the open window
and back into the strt, use the parked white van in the
7E Step into the aeyway courtyard as a steing stone to leap back over
Ja Club’s
the railings to rescue them.
interior and clear
the siing area
of foes; beware
Aey Oops
7F
of poible
Special Infected
(including the
ever-hideous
Witch) as you do
Lower
the shting or
7E
slicing. Then step
into the bar area
(picture 1) where
Infected roam. A
variety of items
can be obtained
from the bar
itself. Push
through into the The storage
Upper performance rm leads out
area and clear the zombies by the piano. The stage aows into an aeyway
Prima Official Game Guide
one of you to give covering fire to the others in the bar, where you can
as you can aim at foes on the balcony above and prevent plan a variety
Smokers from puing up your friends and choking them, and of methods of
other aacks from above. foe disposal,
for example,
covering a lead
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Staircase Climb
7G
You must reach the third flr of this ta dweing, and this
means navigating two staircases and landings. Step through
the drway from the aeyway as a team, and perform adept Caution
covering maneuvers as you ascend: Have the lead teaate Tanks are even more e ective at crushing
use a Shotgun or Mel Weapon and head up the steps for foes if there are cars and dumpsters on
close-quarters slaughtering, while two aitional teaates strts and in nearby aeyways that these
check the landing up and to the left and bring down foes
behemoths can use to slam into Survivors.
they can s in the shadows. The final teaate checks for
mied foes and ambushes from behind.
On each landing, check the adjacent rms (two team
members can check, two should guard) for Items and lurking
Special Infected, and then you must ascend to the next
landing (picture 1) until you reach the top flr. After lking
over the chambers, move through the wa into the adjacent
building’s bedrm. It has storage closets to find items in
and a drway that lead out into an open courtyard balcony
(picture 2).
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8E 8A
8D 8B
8C
8F
8A elect a person
to go on “point,”
ideay someone
with Adrenaline.
This teaate
should drop
down, either
via the low rf
house extension (8B), or the stairs to the left. Inject Adrenaline
if there are already t many enemies to fight through, and
use a Mel Weapon to clear the path to the tractor (picture
3). Flick the switch on the left side of the tractor, and then
retreat acro the courtyard (picture 4) to the stairs (picture 5).
You definitely do not want to be on the ground as the Horde
8B a¨ives. Backpedal to the stairs and back to the balcony.
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NOTE Caution
The tractor takes about a minute to trundle acro the If Special Infected have made the low extension rf a
courtyard, before aowing you ae to the top of the float chokepoint that is t dangerous to stand on, move to the
and frdom! balcony or stairs. Expect Special Infected to focus their
wrath on you during this minute of teor!
Escape!
8D
8D
While the
“point person”
aempts this
plan, the rest
of the team
should stand on
the balcony or
low extension
and provide
covering fire. But
also watch for foes heading in from the building you came
from (7G), the rftops, the stairs, and clambering over the
balcony railings. When the Horde a¨ives, continue to bale
on the u er areas of the courtyard, optionay moving to the
low house extension (picture 6) that oers beer strafing.
Have a teaate guard each side to minimize the Horde
overwhelming you, and watch intently for Special Infected.
Dart acro the planks over the float and into the half-ruined
Projectiles are another way to maximize su°e potential; row house. Employ a Mel Weapon to deal with the remains
make sure you lob in a couple of Pipe Bombs (picture 7), Bile of the Horde (picture 1). Expect a wave of aitional foes to
Bomb, and (to a leer extent) Molotovs during this alter- waylay you from the inside of this building (picture 2) as you
cation. If a teaate fas or is draºed to the ground below, provide covering fire for the teaates sti miing about
they should run and take a defensive position on the stairs in the courtyard. Use a mixture of threats and foul language
on the same side as the balcony before ascending back to to coax them acro and into the building, then search
the team. When the float finay moves into position, step o the interior rms while watching for enemy ambushes
the extension rf, onto the wden scaolding, and dash (especiay the Special Infected). Descend the stairs (picture
acro to the skeletal building (picture 8). 3) and step outside into a long, na¨ow aeyway (picture 4).
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E ECTIVE
INFECTED
Complete
human
aihilation
is neceary
during this
courtyard
bale, as
you have
a huge
advantage
over the
If there are no Chargers present, run down the aey into the Survivors.
drway at the far end. Watch out for an ambush on your They must
right, or from above. wait in an
enclosed
Everything Must Go! area, bale
the Horde,
while
you can
maneuver
to locations
they can’t
easily s
or aim at.
The low
house rf
extension
is a gd
place to
focus on.
8F The Spier can coat the entire rf with acid, forcing the
humans down to the ground or onto the na¨ow scaold.
Foow this up with Hunter, Jockey, or Charger (picture 1)
aacks. You can even waylay the human responsible for
activating the tractor, but lao him after the Horde hears
the vehicle start (picture 2).
The humans are likely to be wounded and not
expecting aacks in the subsequent house, which is
exactly why you should aempt to savage them here,
as we as in the na¨ow aey. A Charger at one end and
a Spier at the other can reay deal some damage! For
aºreive aacks, ideay using the Tank (picture 3), the
na¨ow co¨idor in the store (8F) can cause the Survivors
to retreat back in the aey. So pin them and aack from
Move into a na¨ow co¨idor at the back of a ransacked
both directions.
store, move to a second drway (picture 1) and deal with
any threats, hideous or Coon. Then step into this area
and checking the First Aid Station and shelves for items.
Only do this if the coast is clear; there’s likely to be frothing
Prima Official Game Guide
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9A
9B
9C
9D 9G
9E
Quarter: Area 9 9F
Further Bombardment
9A
This strt has many boarded-up dweings, but the store
adjacent to (right of) the one you emerged from has an
interior you can check for both items and Special Infected
(picture 2), but have a friend guard the drway from aacks
on the strt. When any Chargers have bn dodged, move
down the strt to the only available exit: the entrance to a
large blue building with a sign over the front dr that reads
“Gator’s Speakeasy” (picture 3).
Gator’s Speakeasy
9C
foowed by two
more checking
Take It to the Bridge
the left and right
sides, with a
fourth guarding
the rear). Quickly
clear the ground
flr of both
the Infected
and items. Then
scale the stairs (picture 1) and either rush out of the building
via the long landing, or check the upstairs apartment rms
(picture 2), where more items and Infected are found. When
the Speakeasy is cleared, or when you wish to leave, step
onto the rf of a ground-flr extension, and drop down.
Be certain a team members are safe because this is a
one-way drop. Check the aeyway for items before heading Head out into the 9G
o (picture 3). strt, optionay
coating the area
Shop Soiled to your left
with a Molotov
9E
(or blast a Fuel
Can you may
have ca¨ied
here) if there
are a number of
Infected miing around (picture 1). This can help you sprint
under the frway and around a couple of truck containers.
Move around the ti ed-over container so that you’re facing
the bridge structure and sprint forward, cuing down a final
gaºle of ghouls on the way (picture 2). Have a couple of
your team wait at Location 9G to ensure that a of your team
can run into the Safe Rm at the base of the bridge.
9F There’s an E ECTIVE
opening leading INFECTED
to a sma
parking area
behind a store
(picture 1), which
shouldn’t present
t much of a
problem. The red
brick building on
the left has two entrances: The far one leads to a storage
rm with items, but the left aows you to wind through
a back rm and into a ruined general store, which oers
windows out into a large expanse of tarmac and the main
bridge. Push through the store, watch for foes on the left and
ahead of you as you go in, and cut down anything trying to Set up concentrated aacks with Special Infected,
claw its way in (picture 2). including ambushes when your human o onents enter
Prima Official Game Guide
Bridge
Bridge over Troubled Slaughter: Bridge Overview
The maive, two-tiered road bridge has bn blocked by the fling population, swarmed by the zombie legion, and
bombarded by the military. It’s amazing the bridge is sti standing, but also fortunate, as you must cro the span to
reach a naval yard and helipad, where a helicopter is waiting to take you to safety. Croing the bridge involves ruing
the gauntlet of Coon Infected waves, Special Infected that aempt to knock you into the water, Tanks ready to shove
cars and fists into your squishy flesh, and a final military checkpoint where the zombie menace becomes almost insur-
mountable. But pre on you must: That cho er is your final destination.
+ The route is direct and the distance that you can - The swarms and Hordes of Coon Infected are
s is long, and therefore favorable to sniping relentle, and the maneuverability on the bridge is
weapons with scopes. extremely limited.
+ There are almost always su lies of worth doed - Special Infected have a distinct advantage here:
along the route. Lk on the ground and inside They have the Horde to back them up, and can
white trucks for a variety of equipment. aack from u er girders or behind vehicles.
+ Sometimes fling (especiay in the end yard and - The bridge is also fu of holes and the sides are
helipad) is beer than fighting. You can’t ki every open, which means you can be thrown o into the
single Infected! water if you’re not careful.
Bridge: Area 11
10D
10B
10A 10C
Start
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TIP
If you want to complete the Bridge Over Trebled Slaughter, You can split your route along the extremely na¨ow left side,
which means reaching Location 11B within thr minutes, head straight betwn the vehicles, or move to the right of
kp moving, use Adrenaline, ki only enemies designed to the next bus, until you reach a maive hole in the bridge
stop you (mainly Special Infected), and start your watches road. Obviously, faing in here isn’t wise, so stay away from
the edge, and cut down enemies swarming in by the big rig
now!
cabin and container on the other side of the hole.
Betwn the Buses
10B
Caution
There are a number of holes in the bridge, and droing from
a height near or over them is dangerous. If you land—or you’re
pushed— near a hole and you’re lucky, you’ grab the edge and
nd a helping hand. But you can fa to your death, t!
Container Croing
Once you’ve
croed the
gap (10C), make
a quick choice
of main routes
Your bridge aault starts now! As sn as the drawbridge to take. Have a
drops, run forward, ideay betwn the parked buses with couple of your
the blue tarp betwn them, and spread out to the left and team step left
right so a of you can fire forward. You may wish to run on and run along
the outer left or right sides past the buses, but this is a lile the road toward
10D a pair of white
more dangerous. Drop any foes that chaenge you and push
out of the buses toward the taxis. big rig container
trucks, and the
rest of your team
should scale the
Caution laer to the rear
Although not shown on the guide map, you can aempt to of the gasoline
cro the bridge by traveling on the extreme left or right tanker truck and
edges, as this avoids any vehicular obstacles in your path. use this height to
Unfortunately, you’re only a step or two from being shoved, provide covering
Prima Official Game Guide
ri«en, or charged o the bridge to a watery demise. Only fire before leaping onto and defending both containers
use the perimeter routes when you think it is safe. (picture 1). Be very careful if you drop from the first
container, as the cabin is hanging over a hole. It is beer
to leap to the second container and then rejoin your team
on the left side of a third container big rig, near a stash of
weapons (10D; picture 2).
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Tank Aack
Caution 10G
The Special Infected are out in force, and their di erent
ski-sets make croing this bridge even more of a problem.
You’re likely to be laoed by a Smoker, usuay one that’s
waiting on the girders above you. Chargers are extremely
dangerous, as are Jockeys, as both can maneuver you o
the bridge into the river. Beware!
U er Span Interlude
10E
10F
Back on the lower span, check the rear of the white truck
on the left for items and then pre forward, betwn
the vehicles, and heading toward a section of the bridge
with scaolding boards on either side of it. These can be
dangerous to leap to, but they make it easier to avoid a
Tank’s car-based projectiles, as they won’t reach you on the
scaolding boards. Pr into the distance. When you reach
the section of bridge with a schl bus ttering on the
edge of an u er span that you can’t reach, expect a Tank to
a ear (picture 1).
Continue dashing forward through the constant stream of
enemies, kping to the right to avoid a nasty hole in the This is obviously a huge problem, and the fact it can shove
flr, and lk for the military vehicle that may (or may not) cars at you as we as knock you clean o the bridge means
be on fire (picture 1). Climb up the section of coapsed road a spot of backpedaling, and Molotov-throwing, Bile Bomb-
(you can squze around this to the right if you want, but it lo½ing, or team cro fire is caed for. It is likely that you’
is safer up top) and move along the u er span of the bridge, take damage and have to face a Special Infected or two that
around the hole. Grab any items by the military transport join in the frenzy. When the giant beast finay fas), continue
vehicle. advancing along the bridge, pushing betwn the concrete
ba¨iers and slaying the continuous stream of Infected
Jets sometimes rocket past at this point, but there’s no (picture 2) until you reach a second white truck that you can
time to lose; move to the edge of the u er span (picture scour for more equipment.
2) and begin to dispatch Coon Infected ruing up the
big rig container below you. Take a teaate with you to
kp from being ambushed from behind. Because you can
kp up this sniping until you run out of aunition and are
TIP
overwhelmed, chse a gap in the carnage and drop down Did you get turned around during a fracas? Then use the
to the lower span via the big rig cabin. position of the sun to orient yourself; it should be seing
over to the right of your field of vision, auming you want
to head toward the helicopter.
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Caution TIP
A hope sliding away on the sloping bridge span? Then lob
Are the maes of undead becoming t much to handle?
either a Bile Bomb or a Pipe Bomb to preoupy the Horde
You can always hide inside one of the white trucks, shting
so you can cro more easily.
at foes until your team catches up or heals up. However, it
is unwise to stand in here if this guy spots you (as shown)!
E ECTIVE
Structuray Unsound INFECTED
10H
Push onward
and pr into
the distance to
s the bridge
sloping to the
right in an
alarming maer.
Maneuver
through the
zombies and
vehicles,
cracking a few
heads as you
go (picture 1).
But kping a
lkout for a
gasoline tanker
parked on your
left. To avoid
being stuck and
swamped as you run out of bridge, ascend onto the top of
the tanker and use the rfs of the vehicles as ste ing
stones, while tackling foes as you reach the half-to led
bridge span (picture 2).
From this point, the Coon Infected Horde reay come Creating a sinewy, mutated minefield for the Survivors
at you hard, and there are two maive holes in the bridge to wander into constantly is the key to decimating the
structure you must avoid. Either stay to the extreme left humans throughout the span of the bridge. As you have
or weave betwn the holes. Start this sloping run with a constant Horde of Coon Infected, you can blend
in with them or take up positions your foes won’t think
Prima Official Game Guide
TIP
11E
Finish From this point, there’s lile nd to fight. Fling is faster and
11D actuay safer if you a jab yourselves with Adrenaline, avoid
geing sideswiped by the bulkier foes, and move quickly to the
choer while loing a projectile to preoupy the maes.
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The Longest Yard fire for the slowpokes among your squad. Quickly move up
either of the bridges coecting the helipad and head for
11D the rear hatch of the helicopter (picture 2). Whoever reaches
the cho er first should stand to the side of the entrance
and provide covering fire as the rest of the team aempt to
board. Then fl to frdom!
TIP
A hideous (but tempting) method of completing this stage
(usuay in Single Player) is to race to the choer using
Adrenaline, and then wait on the helipad, cuing down foes
and ignoring the pleas of your team as they are graduay
incapacitated and kied. Then escape on your own…. Why
do this? So you’re not savaged while trying to help those
11E You must ingrates whose hides you’ve bn constantly saving since
now make a the Vaah Hotel!
determined eort
to slaughter your
way through this E ECTIVE
naval yard, as INFECTED
a Horde contin-
uously rampages
through here.
You should
expect multiple Special Infected to a to your problems.
Your entire team should drop down to the ground (picture 1)
and decide on a route to take to the military evacuation gate
(picture 2). Bunch together so you can repel any aacks and
don’t waste time slowing down to pick up items. You want to
reach Location 11E as quickly as poible.
This is the last—and best—time to use projectile aacks to
remove the Coon Infected threat so you can a reach the
gate easily. Jab some Adrenaline to quicken the time it takes
to get there, t.
leave your pal them. Do this during the first Tank fight and you’ reay
to die!) Use cause problems! Once down in the yard, the maes of
the buses and Coon Infected can sometimes mask your presence.
CEDA trailer You nd Spiers to cough acid on the exit routes and
as cover and Chargers to ram enemies into the water or take them
coax the Tank we away from their friends. Take advantage of impatient
to you while your teaates blast it with everything they humans that reach the helicopter first; pick o their friends
have. When the Tank is down, the lead Survivor should take so they must retreat to save them! Time your aacks with
up position on the helipad (picture 1), providing su orting the second Tank (picture 2), and these fleshy feows may
falter and fa just before they reach salvation!
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Scavenge Mode • Survivial Mode
Scavenge Mode
A Can-Do Aitude: Scavenge Basics
NOTE NOTE
Almost a of the general tactics detailed at the front of this The Scavenge Match type is lsely based on the race to fi
bk, and the specific tactics shown during the Walkthrough, up Jiy Gis Jr.’s race car that haens during the final
aly to both Scavenge and Survival Matches. For exhaustive stage of Dead Center. You are advised to reread that portion
tactical knowledge, consult the rest of this guide, t! of the Walkthrough for more tactical advice.
The ongoing gas crisis has reached its peak
in Scavenge mode, where up to four human
players aempt to locate Fuel Cans, return
to a centray located portable generator, and
refuel it to kp it activated. Meanwhile, up to
four Infected players try to stop the generator
from being refueled by any means neceary.
The humans have superior weaponry. The
Special Infected have Coon Hordes and a
variety of prehensile mutations designed to The wanton savagery and fuel rationing of Scavenge mode in fu eect,
rend and tear. Who wi win? Your team, if you shown from both human and Infected perspectives
digest the foowing information!
In every match, certain elements are constant: 6. The first half of the match ends when the Surviving Team
1. When the action begins, the humans start near the wipes (dies and restarts the map), or a the Fuel Cans are
generator (or Blue 22 car). They can leave a designated used or destroyed. The number of Fuel Cans su°efuy
“grid” of white diagonal hash marks at any time to begin poured into the generator is the total. Now the sides
the match, or once the timer counts down from 45 switch, and the Infected players are now Survivors and
seconds. vice versa.
2. During this prematch time, the humans gather equipment, 7. If the timer reaches zero, the match sti continues if
items, and weapons (which are always contained within at least one Survivor is sti ca¨ying a Gas Can. The
the starting grid), and spin 360 degrs around to view a Survivor wi then either fi up the generator (thus
the Fuel Can locations (outlined in white). increasing the timer), or drop the
Can (usuay after a Special
3. During this same time, the Special Infected players can Infected aack), ending this
prowl the entire map in an ethereal (blue) state, using part of the match.
unique “claw climbing” marks to ascend buildings and
other structures to reach high points, many of which the 8. The team with the
Survivors caot reach. An Infected spawns when it is higher round score
out of the field of view of the Survivors; the onscrn (based on betwn
information tes you when this is. thr and five
rounds) wins
4. When the match starts, a main timer counts down the match. If
from 01:30.00 to zero. For every Fuel Can the humans the score is the
brought to the generator and poured in, an aitional 20 same, then the
seconds is awarded. As there are 16 Fuel Cans to find, wiing team is
the theoretical maximum time you can play is 06:50.00 the one that got that
(01.30.00 + [16 x 20 seconds = 05:20.00]). number in the least
5. Fuel Cans can be shot by survivors at any time. Once amount of time. If
they’ve bn picked up, Infected can spit on them or the scores are both
move them with Bmer explosions, but caot move zero, then the team
them with swipes or claws. that survived the
longest wins.
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Scavenge Mode • Survivial Mode
Hd the foowing general advice to strive for Fuel Can to leap and pounce on Fuel Can ca¨iers, or those
domination: protecting the ca¨ier, so others can finish the job. The
* Be warned that the longer the Survivors delay the Jockey strs Survivors away from Fuel Cans and the
match’s start, the longer the Infected can plan a counter generator. The Smoker lies in wait, either choking a foe
aack, and get into position. Plan as you run! near a Fuel Can, or he disrupts a pouring.
* The order of gra½ing Fuel Cans should be the nearest * The Spier has a specific and important role to play; it
ones first, then the Fuel Cans that are farther away. As can explode Fuel Cans that have bn dro ed or thrown
Scavenge maps can be quite large, understand the time it by Survivors.
takes to reach a certain point, so you can dm whether * Therefore, it is an exceent idea to use the Spier as
the run is even poible. After countle matches, you a guard near the Generator, so it can spit on the foes
should be able to work out, in seconds, the time it takes pouring gas, who then stop. You can’t pour gas and take
to reach every Can cluster. damage at the same time.
* The Fuel Can ca¨ier is almost defensele (the player
can swipe at foes with the Can to cause a Mel Strike), Scavenge Achievements
so it is up to the other teaates to chaperone. Know
when you’ve got backup, and when you nd to drop Hunting Party Win a game of Scavenge.
the Can, remove a threat, then pick up the Fuel Can and
continue again.
* Guarding the generator, or at least clearing any foes from Gas Gu»ler Coect 100 gas cans in Scavenge.
that location while another teaate returns with a Fuel
Can is an exceent plan. Guard the player as the refueling
takes place; if the pouring Survivor is struck, the pouring Cache and Coect 15 gas cans in a single
is aborted. Cay Scavenge match.
* Spliing into pairs can aow Survivors to head in Stop the enemy team from coecting
completely dierent directions to gather Fuel Cans more Scavenger Hunt any gas cans during a Scavenge
quickly. You sacrifice oensive power for the prospect of match.
a quicker refiing.
Make a Survivor drop a gas can
* Throwing Fuel Cans is a key to su°e, and this is Fuel Crisis
during overtime.
handy when you find Cans positioned on flrs or
ledges above ground level. Have two of your team reach Cause 25 gas can drops as a Special
a Fuel Can, then throw it down to a teaate who takes Gas Shortage
Infected.
it back to the generator. Be warned: Thrown Cans can be
exploded by Spier acid!
* Survivors nd to obtain as many Fuel Cans as they
can, as quickly as poible, and empty them into the NOTE
generator. However, one we-guarded Fuel Can poured Due to the random nature of the A.I. Director’s whim, the
into a generator is beer than four prly guarded placement of items on the foowing maps isn’t completely
Fuel Cans siing in gra after their ca¨iers were exact. Sometimes an item is there. Sometimes it is not. But
overwhelmed! be prepared to scour a ten-ft area around the item icon;
* Try seing o as a group to a location where four Fuel as the dot shows the general location of an item, or multiple
Cans are close to each other and move from point to items.
point, gra½ing each Can in a round trip. Even if some
of the Cans are dro ed on the return journey, there’s a Map Legend
gd chance one or two of your team wi make it.
Randomly aearing Item/Weapon/Equipment
* Special Infected have a number of areas only they can
Randomly aearing Item/Weapon/Equipment (interior)
utilize, such as rftops, thickets, and other hidey-holes.
But waiting around corners, leing Survivors pa, and Stage-specific switch or tri¦er
then aacking them always works we. First Aid Station
* The Special Infected have particular roles they are we- Poible Fuel Can Location
Prima Official Game Guide
suited to: A Bmer backs up other Special Infected, or Re-fuel point (Scavenge maps only)
charges a Fuel Can ca¨ier. A Charger crashes into the
Starting Position
ca¨ier, seing up a run that bisects the generator (aiming
for a spot we away from the Survivors for the Charger Note: Numbers inside of dots
to puel his victim). The Hunter uses height advantage coespond to flr level.
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2 1
3
3
3
2 2
3 2 2 2
3 2 2
3
1
1
2 1 1 1 2 1
1
2
3
3
2
2 2
1 2
3 4
+ Pairs work we together (1); two players are strong enough - You have the height advantage, so use it to rain vomit or
to repel most Infected, and you can grab multiple Fuel Cans spit, or lao those trying to fi up the vehicle (3), ideay
at the same time, from dierent locations in the Atrium. from a position of partial cover.
+ Throw cans down to the Blue 22, information kiosk, or to - Concentrate aacks on the information kiosk and Blue 22.
the ground to quicken the refueling (auming someone is This area is where your Survivor foes spend most of their
there to pick it up!). time.
+ Shortcuts o plant pots on the balconies aow you to - The balconies su¨ounding the race car and the many
cut acro the tables and information kiosk rf when piars make ambushes straightforward. Aack from multiple
returning with fuel (2). directions to further aoy your foes (4).
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+ Take most of your team with you to secure Fuel Cans, and - Use your enhanced vertical movement to gd eect. The
especiay when gra½ing them from locations that are rf of the loading dock above the generator is a great
high up. Graduay pl o one by one as you find each place from which to launch an aack, as are any high
aitional Can (1). buildings.
+ The gray area around the generator (2) is large and - The shr number of locations to hide is exceent, but
makes spoing incoming Infected easy. Also projectiles are simply standing at the far end of the loading dock and
easy to throw a°urately. Watch for aacks from behind gra½ing a foe (3) is crudely eective. Concentrate aacks
scenery, though. at the generator.
+ The hazards on this map can be easily avoided (such - When the humans head to gather Fuel Cans that are more
as the water in the gray area), or else handled with a diicult to reach, launch multiple aacks in either the
teaate or two (such as the dark corners of the plant). plant or refinery, to ensure you have the numbers to
overwhelm (4).
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pickup.
Survival Mode
Instinct and A°uracy: Survival Basics
4. Once the entire team is completely familiar with the map,
NOTE and you’ve verbay agrd to a game plan, switch on the
radio. Let the mayhem begin!
Almost a of the general tactics detailed at the front
of this bk, and the specific tactics shown during the 5. You are aacked continuously, with no respite, by Hordes
of Coon Infected that a ear in waves. In aition,
Walkthrough, aly to both Scavenge and Survival matches.
expect multiple and frequent aacks (sometimes simul-
For exhaustive tactical knowledge, consult the rest of this
taneous aacks) from Special Infected.
guide, t!
6. This combat continues until your entire team fas. The
number of minutes you survive is clocked, and the match
ends. A medal is awarded, depending on how long your
team lasted:
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Survival Achievements
In a Survival match, get a medal
Beat the Rush
only using Mel Weapons.
NOTE
Due to the random nature of the A.I. Director’s whim, the
placement of items on the foowing maps isn’t completely
exact. Sometimes an item is there. Sometimes it is not. But be
prepared to scour a ten-ft area around the item icon; as the
dot shows the general location of an item, or multiple items.
Prima Official Game Guide
Map Legend
Randomly aearing Item/Weapon/Equipment
Randomly aearing Item/Weapon/Equipment (interior)
Stage-specific switch or tri¦er
First Aid Station
Poible Fuel Can Location
Re-fuel point (Scavenge maps only)
Note: Numbers inside of dots
coespond to flr level.
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1
2
2 2
3
3
3
3 2 2 2
3 3 2
2 2 2
3
1 3
1
1
2 1 1 2 1
1 1 1
1 1
1 1
2 1
3
2 1 2 3
2 3 3
2 2
2
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Begin by learning the entrances that
the Infected are likely to fuel through
(to the left (1) and right (2), sometimes
along the left and right sides, and also
from the front (3)). After dro ing an
explosive object to waylay these foes,
start the match and stay on the stage
during a but the most ho¨ific bales
(fl the area if a Tank (4) is becoming
t much to handle). As the stage is
3 4
wide enough for strafing and remaining
apart, but close enough so that you can
easily rescue or provide su orting fire,
it is the place to be. The stands and
Prima Official Game Guide
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Prima Official Game Guide
Head back through the mile after the radio at the gate is used. Then spend as much time as poible on the second flr
balcony of the mansion. If you’re up here, the Horde and other Infected nd to climb to reach you, although it’s wise to drop
down if a Charger or Tank a ears (1). If you decide to drop, you should a descend together or you’ be ove¨un, and if the
going gets tough, try retreating into the mansion and fling from rm to rm, where Special Infected find it harder to hunt
you down (unle they’re lying in wait). Otherwise, stay in the co½lestone courtyard outside (2) where the majority of the
items are. Moving into the maze is just asking to be swarmed from a sides.
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The Burger Tank eatery may have t many entrances to eectively guard if you’re wandering around inside the dining
area (1), so take up a defensive position behind the counter, so that you can fuel foes and withstand aacks from Special
Infected that can’t get through to hurt you. You have the laer, side, or rear entrance escape options from this point, t.
The rf is great for aacks, but you can easily be knocked o by Special Infected or swarmed if your team isn’t with you.
Defending to the rear of the property (2) is also an option as long as you sidestep foes aempting to slam you into the river.
Lay down Molotov or Fuel Can blazes to help hinder your foes.
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The gd news is that the loading dock area of the sugar mi has a wide, relatively flat expanse of gra, so you can usuay
s your foes coming. This means fewer ambushes and surprise aacks. However, some of the land is waterloºed, which
slows you down, so head around and not through it. Lob Molotovs (1) to cover large sections where the foes come in from,
and always check the trailer for more items. When the Tank a¨ives (2), make sure a of your team focuses on slaying it
(Molotovs are an easy aim), or you wi perish. You can also try aacking from the catwalks betwn the rusting towers, but
you nd at least one teaate to back you up, or you’ be ove¨un.
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The long, na¨ow, mesh-fenced co¨idors (1) are where most Survivors go to die, as it’s incredibly diicult to kp the maes
of Infected from aacking from a directions, and there’s lile strafing rm. A beer plan is to use the laer and have a
teaates head up to the scaold platform (2), after dro ing Fuel Cans or waiting to lob Molotovs to burn the Horde that
mainly swarms around the entrance near the laers. You each take a side, lk down from the platform, and blast away.
When the situation becomes dire, drop to the tarmac below in the larger area where the body bags are laid out. Then run to
the laer during a lu, or after throwing a Bile Bomb or a Pipe Bomb, and ascend again.
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You can spend the first minute or more glfuy lo½ing in Molotovs as the Hordes of Infected aempt to reach
you (1). The area with the buses on one side and the fencing on the other is a gd initial place to take a stand
(2). When this area becomes t hot, you should a agr to move toward the evacuation gate. You can sti fire
through the mesh fences and return to the cache by the military vehicle. Meanwhile, the enemies are fueled
toward the gate (3) and you can lay more explosives to push the Horde back. The final spot to make your last stand
is by the cho er (4). Fire on the Infected as they staºer through the gate. Tag them before they reach the helipad.
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Achievements Appendix
To complete your plaing for the zombie apocalypse, you
Caution must employ a new degr of cuing and combat prowe
Spoiler Alert! Some of the information contained in this to unlock a variety of Achievements. Below is a list of a
chapter reveals aspects of the game you may not be familiar Achievements and information on the easiest way to unlock
with. You have bn warned! each one.
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Survive the Dark Carnival Highway, Fairground, Coaster, Barns, and the infamous Concert, where a
MIDNIGHT RIDER
Campaign. mixture of fireworks and hard work pays o . No nd to bring the gnome for
this one.
Become le concerned about the mosquitoes, and more about the dental
Survive the Swamp Fever
RAGIN’ CAJUN hygiene of the backwds beasts you’re cuing as you trek through Plank
Campaign.
Country, Swamp, Shanty Town, and Plantation.
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