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Left Dead 2

The Left 4 Dead 2 eGuide provides comprehensive guidance for navigating the game, including sections on basics, survivors and infected, weapons, campaigns, and survival strategies. It features a custom navigation system for easy access to content and detailed walkthroughs for each campaign. Additionally, the guide includes tips for achieving various in-game accomplishments and understanding game modes such as Campaign, Realism, and Versus.

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koshulee
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
8 views241 pages

Left Dead 2

The Left 4 Dead 2 eGuide provides comprehensive guidance for navigating the game, including sections on basics, survivors and infected, weapons, campaigns, and survival strategies. It features a custom navigation system for easy access to content and detailed walkthroughs for each campaign. Additionally, the guide includes tips for achieving various in-game accomplishments and understanding game modes such as Campaign, Realism, and Versus.

Uploaded by

koshulee
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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The Basics survivors and infected Weapons and equipment Campaign Surviving and Scavenging achievements/appendix extras

How to Use this eGuide


This Left For Dead 2 eGuide has a custom navigation system to aow you to easily find content within the eGuide and
move betwn sections as you chse.

The main menu puts all of the eGuide


sections for (Left For Dead 2) at your Of course, you can also use the “page
fingertips. You can select the Menu forward” and “return to beginning”
button from any eGuide page to icons to navigate through the eGuide. For any other questions about your
return to the main menu at any time. eGuide, check out the help button.

Enter keywords to find a Within each eGuide section, all


specific word or phrase. sub-sections are displayed for easy
navigation.
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

Welcome to the Zombie


zombie Apocalypse.
apocalypse. Again
again
Congratulations on your purchase of the Left 4 Dead 2: Prima O„icial Game Guide. The foowing guide was created with the
help and su ort of Valve Software, and is designed to provide thorough and helpful guidance through the zombie apocalypse.
Before the bldleŠing begins, you might find it useful to learn exactly what to expect in each of the guide’s chapters. Here’s
how to use this bk.

Fight 4 Your Life: The Basics Campaigns Walkthrough


You’re reading the The bulk of this
very begi—ing of bk comprises
this chapter, which thorough
gives a board Walkthroughs
overview of the of a five Left 4
game (including Dead 2 campaigns:
what a those Dead Center, Dark
icons on your Carnival, Swamp
scrn means), the Fever, Hard Rain,
di„erent modes, and The Parish.
how di„iculty Po›ible item
changes aspects of the game, how to move and work we locations, A.I. Director changes, maps with di„erent routes,
together as a team, as we as a number of extremely useful and hundreds of pictorial evidence give you complete
tactics about playing as Survivors or the Infected. knowledge. Tactics a ly to Campaign, Realism, Versus, and
Single Player modes.
Survivors and the Infected
With biographies of
Surviving and Scavenging
the four Survivors Although many
out of the way, the tactics used during
bulk of this second the campaigns
chapter is tactical a ly here, two
advice for dealing aŸitional game
with (or playing Modes—Survival and
as) the various Scavenge—require
types of Infected. more information.
Advice on cuing This chapter runs
the hordes of through the basics
Coœon Infected is further complimented by information on of both modes,
Uncoœon foes, as we as copious combat information on reveals maps of a 16 match locations (six Scavenge, and
the fearsome Special Infected. 10 Survival), and o„ers tips on maximizing your combat and
victory potential in each.
Leave them Dead: Weapons & Equipment
Kiing the Infected
Achievements A endix
is fun, but what’s Figuring out
the optimal firearm how to obtain
for long-range a the di„erent
headshots? Where Achievements on
can I find a Katana? your own can be
What’s the reload a daunting task.
rate of a Silenced Whether you’re
SMG? Find answers throwing Bile
Prima Official Game Guide

to these questions Bombs on a Tank,


and many others kiing Clowns who
inside this chapter, which details the strengths (and disad- coect Coœon
vantages) of every weapon type. The chapter also includes Infected, or ca¨ying a gnome to a helicopter, this concluding
advice on every piece of equipment you ca¨y, t. a endix lists every single Achievement and gives tips on
ways to obtain each one.

2
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 controer 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.

Discerning Your Display


These four pictures show the foowing information: The HUD during Campaign, Realism, Versus, and Survival Modes; the
HUD when playing as a Special Infected during Versus and Scavenge Modes; the HUD during Scavenge Mode; the HUD
during Survival Mode. Here’s what a those icons mean:

8. Tea‚ate Information: Portraits of your teaœates,


along with their general health and the Inventory they are
cu¨ently ca¨ying. The inventory is particularly useful, as
you can request Health and know who has a spare First
4 Aid Kit or Pain Pis to use.
1
2 5

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 aŠacked by
Special Infected. This shows a sample Versus match from
2. Aiming Reticle: This cro›hair 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 di„ers depending on the weapon type. Infected’s Primary aŠack 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 silhoueŠe of your quickly.
chosen ranged weapon, how many buets/shes you 12. Infected Tea‚ates: The type of Infected your
have in the clip/chamber, and the total aœunition 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 silhoueŠe 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
(miŸle), and the health-related Belt Item (boŠom) you have
Red: Near death (usuay the prefe¨ed Survivor to
stored on you. Select and use them at any time. The Xbox
aŠack)
360 version shows this in a cro› paŠern 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 teaœate’s condition)
playing as, along with your cu¨ent Health.
3
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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 beŠer!
time is aŸed after each su°e›ful 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°e›fuy 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 di„erent 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 baŠle to a Safe Rm, which a ears
at the begi—ing and end of every stage.

The Safe the end of the last stage, this Finale aows you to escape
Rm o„ers the campaign and begin the next. The foowing suœarizes
a brief period these game modes:
of respite,
aŸitional 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
oŸs 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
mi›ion to complete any of
the five campaigns and play
through in cperatively.
Any una›igned 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 mi›teps. New players
can drop in and out of the
game at wi. You can also play
this split-scrn (Xbox 360),
or an o„line version with two
players (and two computer
players).

Carnage from four angles—the only things mi›ing are expletive-laden


instructions from your teaœates.

TIP
If you’re playing a split-scrŠn version of this game, segment the scrŠns verticay.
This o ers the best perspective for ba‹ling your foes.

Realism
A mode for veterans of
the first game or those not
wanting to s the more
useful onscrn hints around
their teaœates, 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 teaœates
(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 po›ible 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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Versus

TIP
Learn where the Infected can
climb, so you have a gŒd
idea of poible hiding places
to check when you’re playing
as Survivors. Also study the
glow around each human
Survivor before a‹acking
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 a‹acks
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, tŒ.
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
aŠacks.
The Infected players spawn as a randomly determined Special Infected and prowl after
the Survivors, aŠempting to incapacitate, waylay, or (if they’re lucky) ki their human foes.
At some point, one of the Infected spawns as a Tank, wreaking aŸitional carnage. (This
is a key time for the rest of the team to aŠack, t.) Witches also randomly a ear, and
should be used to help the Infected players secure aŸitional 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 ca—ot 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 teaœates). 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 wi—er.
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 pla—ing, and violent Infected ends a match. Player, and expect to face most of the aŠacks.
This mode pits four Survivors against ma›ive, and Lastly, if you’re light on actual human friends, you can play
eventuay overwhelming oŸs. 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 aœunition, weapons, and other items, and must survive and stage you want, the game continues until you reach the
wave after wave of enemies, both Coœon 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 teaœates foow your lead. This means some cro› fire and
achieve a gold medal status (surviving over 10 minutes) at enhanced strategic stances aren’t po›ible, and you alone are
the end of the match. Then start again in an aŠempt to beŠer 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 teaœates, though, as dying results
Death” mode. The plan is to survive for as long as po›ible. in a restart. If others die (after thr po›ible 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
piŠed together Have you ever
in an awesomely thought your
violent baŠle 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 beŠer
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
Cu—ing gasoline delivery (picture 1)
Special Infected, noticeably
and pitched baŠles (picture 2) are a
meanwhile, are during
part of Scavenge mode.
out to stop the campaigns, the
humans by any means nece›ary. 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 wi—ers. 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.
7
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Discerning Your Display • Game Modes • Movement and Combat • Survival Tips and Tricks

This basicay means that whenever you find a Safe Rm,


the weapons may (or may not) be the same. It means that
Game Di„iculty
the item placement icons shown in this guide’s many maps Remember that there’s always a more di„icult chaenge to
are po›ible locations; the item may not a ear every time, try, and adjusting the di„iculty level of the game is one way
or be the same kind of item every time. Aside from locations to turn up the pre›ure in the combat zone. Playing with
where Hordes are always suœoned, the number and type incompetent teaœates is another, le› rewarding option. To
of enemies changes dynamicay each time you play and is fuy understand the di„erences in di„iculty, remember the
never the same twice! foowing:
With this in mind, the guide’s Walkthrough has noted any A Infected inflict more damage in harder di„iculties.
major A.I. Director decisions that drasticay a„ect your A Infected have more Health in harder di„iculties (for
tactics (such as locations where car alarms may sound, or example, it takes twice as long to take down a Tank on the
where routes change). The Director tailors the gameplay highest di„iculty compared to Normal).
experience depending on how we you’re doing; for example, During the Swamp Fever stage caed Plantation, you face
it sends in aŸitional foes or Special Infected if you’re only one Tank at a time during the finale (when playing on
playing competently, and reduces the number of First Aid Easy di„iculty). A other di„iculties feature two Tanks in
Kits. Of course, sometimes it’s just plain nasty, and throws the second wave.
in a Horde when you’re least expecting it. Remember this Friendly fire becomes much more damaging with higher
when you’re adventuring, and when reading this guide’s di„iculty.
Walkthrough.

Movement and Combat


On Maneuvers L“king: Yes, lking is simple enough, but make sure
you’re gazing everywhere you can. Checking to the left
and right as you go aows you to s po›ible ambushes
to the sides. Lking above is particularly helpful, as there
are many places the Special Infected can stand (such as
rftops and balconies) that you can’t reach. If you lk
up you can spot a potential target before they move in for
the ki.
Jumping: A movement used frequently, and is incredibly
useful. Jump to a°e› areas above you, such as the hd
or trunk of a car you want to stand on, so you have an
elevated view for targeting foes.
Strafing: Side movement is the next technique to master.
Moving left and right while kping your target reticle
focused on the same enemy, or strafing, aows you to
Circling a foe while demolishing them with ordnance is both move and fire. You’ drop many more foes this way. It is
entertaining and imperative. Be mobile and agile. imperative that you master this strafing technique because
With vehicular infrastructure at a complete standsti— as you can step out from corners, from behind your
frways are blocked, bridges are coapsing under the friends’ heads, or avoid thrown objects while sti tackling a
weight of abandoned vehicles, and strts are liŠered with troublesome foe or group of enemies.
obstacles—moving on ft is the only way to get acro› a Circle-Strafing: The ultimate form of strafing (which
stage. This means walking and ru—ing. involves moving left and right but aiming at a target
Walking and RuŽing: Walking is slower (you’re more constantly) is to maneuver up to 360 degrs around that
easily caught by an ambush from behind) but stealthier (you target—a proce› known as circle-strafing. Practice this by
usuay avoid more foes, s enemies quicker, and sht picking an object or teaœate and maneuvering around
them more a°urately). Ru—ing is faster (you can outrun them. Then do the same, but constantly change targets.
foes chasing you and reach Safe Rms quickly) but Perfect this so that you’re mobile (and harder to strike at)
le› stealthy (meaning Survivors in a rush usuay fire on and aºre›ive, cuing foes while on the move.
Witches or alarmed cars with greater frequency).
Prima Official Game Guide

Crouching and Shu‘ling: Mastered the fine art of walking?


Then make sure you know how to crouch. This aows even TIP
more stealthy maneuvers through an area, which usuay If you’re playing on the Xbox 360, perfect the art of the
results in fewer enemies sing you (unle› you’re in 180-degrŠ spin. With a pre of a bu‹on you rapidly turn
Versus mode, where humans playing Special Infected make completely around to engage ambush threats from behind.
this technique usele›). Crouching is gd for avoiding
Witches and also helps when aiming at foes with ranged
(and scoped) weapons.

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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

Taking a Stance In Pairs: Some areas require you to split up (such as


navigating through a SpiŠer’s vomit or along na¨ow
Now that you walkways or platforms). For these scenarios, split into
know how to two close pairs so you can rescue one another, or sht
move, you also acro› to help the other pair if they are out of their depth.
nd to make Covering Fire: Movement should just be about sca—ing
sure the rest of the environment and taking down foes. Check your targets
your team are and take care of those that are most threatening to your
working we in team. There’s no point sniping foes on the horizon if
unison with you. your teaœate is being savaged. Chse sharpshters
When playing responsible for covering those teaœates venturing
with human forward with close-combat or Mel Weapons, and o„er
“Hey, wait for me, guys!” Straºlers die, teaœates, it is
so stay with your team, and watch each imperative that constant cover and su orting fire.
other’s backs, sides, and fronts. Run Away! Know when to run and when to stay and fight,
you back each
and make sure a of your team is in agrment. Surviving
other up and, most importantly of a, stay together and do
requires quick thinking and tactical decision-making.
not stray apart, or you’ be picked o„ and incapacitated in
A oint a veteran “leader” to make these decisions, and
seconds! Once you realize the importance of staying close,
foow the leader instead of arguing. And if you s a
try the foowing stances to help you in di„erent situations:
rescue helicopter or a Safe Rm, bring out a Mel
Spread Pa ern: No maŠer whether you’re in na¨ow or Weapon and hack your way to frdom!
wide areas, moving directly behind a friend in front of you
prevents you from backing them up. Staºer yourselves
not only so that you can a fire on the same enemy (as
your teaœates are to your sides and not blocking your TIP
view), but also so that you can move out into a line or Some of these stance maneuvers require a teašate to
crescent shape to su¨ound a larger enemy. Watch that backpedal. If you’re spatiay aware or experienced enough
you’re not struck during the cro› fire! to be able to run through a campaign backward as we as
Two Up, Two Down: This is handy if you decide to move you can forwards, you’re a real aet to your team.
into cover (when a Horde is aŠacking, for example),
or you’re in tight spaces and moving slowly. Have two
teaœates at the front, armed with close-combat or Mel
Ranged Combat
Guns are a vital part of your o„ensive capabilities and the
Weapons, but crouching so the two rear teaœates can
most flexible weapons in your repertoire. You have Primary
fire over their heads with A›ault Rifles or Sniper Rifles.
Weapons, Secondary Weapons, and thrown projectiles, a
Diamond Pa ern: Move into a rough diamond or square
of which are revealed in greater detail in Chapter 3. For now,
shape (with each teaœate becoming a “corner”) so you
here’s a basic plan of aŠack when using firearms.
can prevent aŠacks from a directions. The “tip” of the
diamond should be moving forward, training their site Target Acquired
on foes ahead of you. The two teaœates in the miŸle
The reticle is
should be also checking forward and also to the left (or
a vital part of
right) sides of the group, preventing foes from outflanking
your HUD, as it
the team. The rear “tip” of the diamond should concern
changes dramat-
themselves with side ambushes and aŠacks from behind.
icay based on
A teaœates should also be lking up.
the weapon you
Relay: A variation on a “relay race” is gd when clearing have. Aim at a
out interior buildings, or when one of your team nds foe inside the
su lies. Basicay this involves swa ing the lead reticle as close
teaœate. Move to a drway, have the lead step inside. to the center
The leader soaks up any damage while two friends lk of the target
left and right for ambushes. While this dr and the next as po›ible for
entrance are guarded, the guy at the back (or whoever is the best results.
healthiest) moves to replace the lead teaœate (who now Note that some
moves to the back), and the proce› begins again. weapons have
Back-to-Back: When swarmed by foes, you may not be able a wider reticle
to get to a wa to prevent aŠacks from behind. But if you (picture 1),
each have a partner teaœate you can rely on and you’re but these are
close enough to that player, stand back-to-back. You’ stop generay for
anything aŠempting to outflank you. This works very we hiŠing multiple
when you’re armed with Mel Weapons and against the Check your cro›hair; it shows how
foes at close
Horde. wide your shot is. The wider the shot,
range. Augment
the le› distance it usuay travels.

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Discerning Your Display • Game Modes • Movement and Combat • Survival Tips and Tricks

long-range reticles (picture 2) with a scope, providing your


weapon is equi ed with one. Gain a°uracy by walking or
crouching; try this and your cro›hair usuay constricts, NOTE
aowing beŠer takedown potential. Flashlights are a‹ached to every gun you caŸy (including
Pistols). They a‹ract Infected (including Witches), obviously
Head Removal light your way in a darkened rŒm, and should be turned
The Infected o if you’re trying to remain healthy. Or, you can aoint
were once a teašate to kŠp their Flashlight on and a‹ract foes you
humans, and can then ambush in a cro fire.
dispatching the
head of a victim
fortunately
Mel Combat
When buets just won’t do, or you enjoy being soaked in
yields the same zombie bld, get into Mel Combat. The foowing lists
results as you advantages of the Mel Strike/Shove and how a blade in the
would expect if hand is we worth wielding.
you aimed at a
This is what ha ens when you fire a
Shotgun into an Uncoœon Infected’s
human: complete Shove O„!
neural shutdown The Mel
groin: It is sti standing! and the demise Strike (AKA the
of the entity. This is one of the most valuable points to learn. Mel Shove)
You should aim for the heads of every enemy you can, even is a key part of
Special Infected that sometimes have mutated or half-hiŸen your o„ensive
craniums (such as the Tank). Blowing o„ arms of Coœon maneuvers
Infected can slow them down, but may not ki them. And it and sometimes
takes a couple of shots to take out their legs. the only thing
standing
A LiŠle Restraint betwn you
The “Weapons and Equipment” chapter gives a wealth of and becoming Push foes back so you’re not gnawed
statistics for each ranged weapon. One stat you should kp completely on, can finish reloading, or want a
an eye on is the weapon’s firing mode. If this is “automatic,” swarmed by second to aim at the head.
which means you hold down the fire buŠon (triºer) and foes. Used at mel range, this strike knocks back a human-
kp blasting until you reload or your buets run out. sized foe, which aows you to finish reloading, or to aim
Overzealous use of this fire functionality can lead to your easily at an enemy that just charged you. Prevent a mauling
easily ru—ing out of aœunition. Instead, fire in 3 to 4 buet by shoving back and then aiming your firearm at the foe’s
bursts, which is enough to down a Coœon foe if you aim head. This is useful when used in conjunction with a ranged
co¨ectly. Save the overki for the Special Infected targets weapon foow-up aŠack, as the Mel Shove only lightly
that nd it. damages the foe. Use Mel Shoves if you’re being pestering
during a long weapon reload, when you’re knocking a Special
Pistol-Packing Infected o„ a pi—ed teaœate, or if you’re trying to ki a
You have a choice of Secondary Weapons, t, which Bmer without being sprayed by its i—ards.
includes one (or two) Pistols, and the option to swap them
for a Magnum or a Mel Weapon (s below). Pistols are
Guns for Show. Knives for a Pro.
exceent for taºing heads when you’re low on Primary Mel Weapons
Weapon aœunition (particularly a problem with SMGs), and are sloŠed
pistols are also automaticay drawn (whether you’re ca¨ying on your back
a Mel Weapon or not) when you’re incapacitated and and provide
fighting for your life. If you think you nd the extra (and incredibly potent
infinite) firepower, chse a ranged Secondary Weapon over tls for fighting
a Mel one. Usuay, the flexibility of Mel Weapons gives foes in close
them the advantage. quarters. You
can push back
and then slice,
S the me› you can make using a Mel bludgeon, hack,
Prima Official Game Guide

Caution Weapon on a group of Coœon Infected? or puœel,


Friendly fire is always on, so exercise extreme caution when depending on the type of Mel Weapon you’ve picked
engaging foes close to your teašates. A carele burst of up. These take the place of your Pistol weapon, although
fire could injure, incapacitate, or ki, but also wi definitely you sti employ the Pistol when incapacitated. Play around
ažoy them. Even greater caution is neceary at higher with both items, and chse the one that makes sense for
di iculty levels, where damage by friendly fire is even more you. Usuay Mel Weapons are prefe¨ed for more “we-
severe. rounded” fighting (use a ranged weapon for enemies that
are incoming and Mel Weapons to easily cut down foes
swarming you). However, it’s sti a gd idea for at least one
10 of your team to ca¨y Pistols.
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

Fighting for Your Life Incapacitation (part 1)


When a
Performing a Checkup teaœate loses
a 100 hit points,
they fa to the
ground and are
incapacitated.
The avatar
portrait and
health bar is
replaced with an
icon showing I’ve faen and I can’t get up! Crumple
the teaœate on under a ba¨age of aŠacks and you
their back, and a drop, having only minutes to live.
new health bar a ears, daubed in red lines. At the start of
Incapacitation, the downed teaœate has 300 hit points, and
these slowly diminish over time, quickening if further enemy
As you can s acro› this picture, a the di„erent aŠacks take place on the prone Survivor.
teaœates are at various stages of health lo›.
A faen friend, bathed in an orange glow, wi die if this
Hit Points and Health: Your general we-being is measured
new set of hit points reaches zero, but isn’t completely
in terms of hit points. Every teaœate begins with 100 hit
out of it. The player can fire on anything they s from
points, and loses health when struck by a foe or friend, or
this ground position using a Pistol. They must be rescued
if the player fas from a great height (usuay one flr or
by a teaœate, who helps them up. Naturay, they have
higher). Anyone with 50 or more hit points is considered
to dispatch any foes in the area, or risk being savaged
healthy, and shouldn’t wo¨y about healing. Betwn 100–50,
themselves when they reach for you. A rescued player has
your Health Bar is grn, and you aren’t slowed down by
30 hit points and should heal iœediately. If you are Incapac-
your wounds.
itated thr times, you die. This is terminal on Realism mode
If your Health dips below 50 points, you’re considered (you respawn in the next Safe Rm), but in Campaign,
wounded and your health bar turns orange. In aŸition, you Versus, and Single Player modes, you respawn in a Rescue
su„er a slightly movement penalty. You’re slowed down and Closet (AKA “spawn closet”) a few rms or strts away
can’t maneuver quite as quickly. from your position at the time of death.
If your Health drops below 15, you should reay start to
wo¨y. Your health bar turns red, you are slowed signifi-
Incapacitation (part 2)
cantly, and must sk medical aŠention iœediately. One variation
of being
Health Management Incapacitated
includes being
Think about
pi—ed after
healing yourself
an aŠack by a
when you drop
Special Infected
under about
(Chargers,
30–40 hit points,
Hunters, and
and definitely
Smokers perform
when you’re “in
this elongated
the red.” Ask
aŠack). You
your teaœates
must wait for
to slow down
Healing yourself or others involves a rescue by your
so you’re not
5-second wait and the hope that your teaœates. Or,
left behind to
teaœates can cover you. if you’ve bn
die. Use a First
raœed o„ (or
Aid Kit, either on your back or from a teaœate’s, and wait
fe o„) a rf,
around 5 seconds for the healing to be administered. You
ledge, or wharf,
and the healer are prone to aŠack during this time so ensure
but managed
that someone is covering you. You can swig down some Fling helple›? Then try not to get
to hang onto
Pain Pis (and Adrenaline) for a le›er fix, but these don’t pi—ed (picture 1) or in a dangling
the edge of the
completely do the job, as you’ discover when you read up predicament (picture 2).
ground you were
on these inventory items in Chapter 3.
standing on, you’re left dangling and Incapacitated. When
your hit points run out, you’ drop, usuay to your death.
Teaœates must save you in the usual ma—er.

11
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Discerning Your Display • Game Modes • Movement and Combat • Survival Tips and Tricks

Know Your Environment Unique Objects


It is important to know the general layout of the campaign During the
you’re playing through. The Walkthrough section gives you campaigns,
specific routes and areas to pay aŠention to, but there are various objects
some environmental cues you can use: can be ca¨ied
(and used to
Environmental Hazards Mel Shove
enemies in
front of you)
to a nece›ary
location in order
to further progre› in your adventure. These include Fuel
Cans (which also form the basis of Scavenge mode), cola
boŠles, and even a sma garden gnome.
Drs and Drways
Many buildings
have drs to
open and pr
inside, although
breaking and
The Walkthrough has plenty of information on the few entering is
dangers not posed by the Infected, and you should know caed for most
what to do when you encounter them in the environment: of the time.
Some drs
Ledges, balconies, and areas with no safety ba¨ier are have holes in
dangerous (as shown), as you can be shoved o„, them; these were made by Infected bursting through. It is
pluœeting to a me›y death or aŸitional pain when you wise to close drs behind you to prevent the Infected from
hit the ground. ambushing you. Plus, a closed dr provides a warning of
Water: shaow water impedes your movement; dp water encroaching foes: You can hear the dr being bashed in.
kis you. Drways simply must be entered adeptly with teaœates
Areas of dense foliage (such as a cane field) make finding checking both sides to avoid an ambush from your flanks.
friends di„icult (especiay incapacitated ones). They also
make avoiding Witches problematic. Lighting Your Way
Open windows and gaps during a co¨idor can be used for GeŠing lost is
an ambush (especiay by a Smoker). always a problem,
Carnival games are a fun diversion, but don’t get preoc- especiay in the
cupied at the expense of a flank aŠack. Let your teaœates glm of the
guard you. swamps or dilap-
idated Mitown.
Triºer Switches Not to wo¨y
Certain locations though. There are
require a switch visual cues that
to be pre›ed to light your way.
release a gate, Even in daylight conditions, it is wise to move to areas where
or to open up a there is a light source, whether that’s a flaming ba¨el porch light
subsequent area. or a fldlight near a huœing portable generator. These lights
The noise this usuay point you in the direction you should head to next.
makes usuay
triºers a Horde
Landmarks
of Coœon Without a
compa›, it can
Prima Official Game Guide

Infected to race in. Conversely, there are other switches


you flick to turn o„ a noise and thereby stop a continuous be easy to get
stream of foes. It is beŠer to flick switches as quickly as lost in the mazes
po›ible, so you can deal with any baŠles sner (as foes of strts and
always a ear, and you usuay want to ki a minimum buildings or the
number of them). swampy forest,
so rely on more
than a gd
sense of direction
to aid you. Spot an outhouse, vehicle, structure with a sign on it,
stone arch or obelisk, or even the position of the sun, and use
12 these landmarks to guide you in the co¨ect direction.
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

Rescue Closets One-Way Drops

When a teaœate 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 po›ibility of rescue. You
have bn warned!

Survival Tips and Tricks


To conclude this Prima primer, here is a sma compilation of what is dmed to be the most important Survivor and
Infected tips designed to aid you in staying healthy, in a close-knit team, and most importantly, sane.

Survivor General Tips (A Modes)


* Coœunicate with your team. You don’t want to throw * Share the Health. Don’t horde First Aid Kits because four
a Pipe Bomb at the same time that someone else does, players are always stronger than thr. You’re playing
just as you don’t want to run in front of someone firing a this as a team, not as individuals, and handing over Pain
Grenade Launcher. This is best achieved through use of Pis is a sma price to pay for gd team morale and
a microphone, as the in-game me›ages are a liŠle slow extra strength in numbers.
to utilize during a fast-paced game. However, vocalizing * Standing around and baŠling usuay results in your
coœands is great for quickly relaying information in team being overwhelmed. If you languish in an area,
your character’s voice; use this constantly to point out you should expect another wave of foes. Continuously
threats or items. push forward to your next Safe Rm or goal, but don’t
* Organize your plan at the start of a game, ideay in the separate or you’ be picked o„ easily. Kp an eye on
Lo½y beforehand. Make sure everyone knows their your team, t. Don’t let was separate you or you’ also
roles, and elect one player as the leader responsible for be aŠacked more easily.
tactical decisions and which routes to take. * Stay as far as po›ible from ledges. These hazards can
* Chse a di„erent a¨ay of Primary Weapons, such as cause faing damage, death, or separation from the team.
a mixture of Shotguns, SMGs, A›ault Rifles, and Sniper * At one-way drops, the entire team must drop together or
Rifles. A balanced set of guns helps out, but so does someone might get caught in a position where they can’t
knowing the topography of the area you’re about to run be rescued.
through. It is usuay beŠer to pick only one player with a
Sniper Rifle, as most combat takes place at medium and * In long, na¨ow haways, don’t move t close together
close range. or a of you could be knocked over by a Charger, or
vomited on by a Bmer or SpiŠer.
* Unle› you are very familiar with your friend’s handle,
always refer to particular Survivors by their name (Coach, * When facing a Tank, set it on fire with Molotovs or Fuel
Eis, Nick, and Rochee), as it’s easier to remember Cans and then run away. Incendiary aœunition however,
during the heat of baŠle. wi not kp the Tank on fire.

13
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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 Coœon 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.

Infected General Tips (Versus and Scavenge Mode)


* Work together, combining your aŠacks instead of merely * Players who control the Tank should always lk for
minor a—oyances by a single Special Infected aŠacking objects that they can strike, since anything that hits a
one after another. Survivor causes instant incapacitation.
* Bmers and SpiŠers can hit their targets more * Tanks can throw concrete at Survivors to ease their
a°urately when a Survivor has bn pounced on by a aºre›ion meter. They can also aŠack and then retreat
Hunter, charged by a Charger, or pued by a Smoker. to wait for Infected brethren to respawn, as long as they
* Wide-open spaces are the safest areas for Survivors. can throw or aŠack before the meter runs out.
Save your aŠacks for tighter locations such as haways, * Special Infected should lurk in areas humans can’t reach,
interior rms, and around corners. using the “claw pathways” to scale to rftops, balconies,
* Long na¨ow haways or stairways are what the Charger’s high ledges, and other ambush spots.
limited brain capacity dms an optimal aŠack point. * You should also make the most of other te¨ifying combat
Wait for a the Survivors to be in line and then round the situations: Stand near Witches or cars with alarms to
corner to Charge. entice Survivors to sht at you and wake a Witch or
* SpiŠers can stay up on rftops, out of reach, and raise an alarm. Another optimal point to aŠack is during a
continue to pester Survivors. Horde swarm.

* When a Tank spawns, Infected brethren should stage * Chse the Survivor away from the pack, or the one with
their aŠacks 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 beŠer 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 • Uncoœon Infected • Special Infected

Survivors and the Infected


The foowing information details a short personal history for each of the four Survivors, before a brief study (including
strengths and weakne›es) of a the di„erent, hideous, baying, grotesques known as the Infected.

Survivors
Coach Nick
Coach has a big heart, a positive A lifetime of drifting from city to
aŠitude, 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 le›ons:
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 Sava—ah lking for some guible
hometown of Sava—ah. 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 preŠy 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 iœor- 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 a›ociate producer for a big-name
Sava—ah, 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 buŸies, and dro ing fetching co„. But when the
by for Sunday di—ers 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 Sava—ah about the
zombies had to go and spoil it. Now Eis is lking for new evacuation center located there. She was sti seŠing 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 leŠing go of her dream job. Surviving a zombie
of crazy stu„ he can try to impre› his new buŸies. 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 • Uncoœon 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 ShŒt them in the head! If there’s one
of Coœon Infected (the most “human” of the foes, known coo- oveŸiding piece of advice to give, it’s that
quiay as “zombies” and the “undead,” despite the lack of a°uracy you want to sŠ so¦y craniums exploding
in those descriptions) to Uncoœon Infected (five main types of over and over again because it is the way to
Coœon Infected that a ear only in a specific Campaign and have dispatch these abominations. Headshots aow
a special ability) to and Special Infected (eight more powerful entities you to take down foes faster than aiming
with particularly aºre›ive mutations and abilities). Let the cuing anywhere else on an Infected’s form.
coœence!

Coœon 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 ma›e in such as with teaœates 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.
Coœon Infected are aŠracted 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. “Fu—eling” the enemies
having some of your team “lit up” to aŠract foes while others like this is helpful as you can blast away at a specific
provide cro› fire from safety). Coœon 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 aŠracting 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 fu—eling location is the hatchway at the
a hatchway opening, or some other audible noise. These downed aircraft during Swamp Fever.
noises aŠract a ma› of foes and usuay the Horde. Back
up your team by staying close to them so none of you is
overwhelmed. Coœon 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 a„ect your
chances of victory. When a few Coœon
Infected are roaming, you may want to switch
from a Primary Weapon to Pistols (or the
Magnum) to conserve your main weapon’s
aœunition. Headshots usuay take one or two
buets to dispatch a Coœon Infected, no maŠer
what the ranged weapon.
Long-range weapons, or those with gd
a°uracy, are recoœended for use when you
first enter a new location and you can s a few
Coœon Infected shu„ling about. Drop them before
you reach them!
Mel Weapons are extremely useful (many
swear by them, and also swearing ecstaticay
Prima Official Game Guide

when using them) during close combat, or after


being su¨ounded by a Horde. Produce your
chosen implement and hack away, turning on
the spot to defeat any foes behind you or to
the sides. This ca—ot be understated: Mel
Weapons are a lifesaver during Horde swarms, or
after you’re covered with Bmer bile. Secondary
alternatives are Shotguns or other ranged
weapons that have exceent short-range potential.

16
The Basics survivors and infected Weapons and equipment Campaign Surviving and Scavenging achievements/appendix extras
The Infected • Uncoœon Infected • Special Infected

You can also try placing obstacles betwn you and the Survivors should react by removing the Coœon 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 Coœon Infected turn on them), or lob a Pipe
bars of the Safe Rm drs, t. The problem with these Bomb to remove Coœon Infected from an area. This aows
plans is that aŠacks 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, Coœon Infected are used as a swarming “weapon” e„ective in many ways. When you throw them, a nearby
by Special Infected during Versus Mode. Moving to aŠack Coœon 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 Coœon Infected comes from hiŠing a Special Infected with a Bile Bomb
cuing, and having Coœon Infected swarm a foe gra½ed by and watching the Coœon 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. Coœon Infected so they aŠack each other!

Unco‚on Infected
Sometimes the location or specific atmospheric conditions of a place a„ects a minority of the population and they roam
a particular area alongside the general population of Coœon Infected. These oŸities are known as Uncoœon Infected
(AKA “Uncoœon Coœon”). Each of the five campaigns has its own Uncoœon Infected, which has the same behavior,
health, and lack of higher brain functionality as the Coœon Infected. Here’s how they di„er:

CEDA Agent Clown


Campaign: Dead Center Campaign: Dark Carnival
Strengths: Iœune to fire. Strengths: Amusing squeaks and
A government agent clad in a once- honks; Coœon Infected aŠraction.
protective (but bulky) hazmat suit, this With squeaky shoes that suœon
shambling entity a¨ives in a variety Coœon Infected behind them, these
of suit colors, a of which are flame ravenous fairground workers o„er
resistant. This means that the Molotov a ho¨ific and humorous takedown
projectile is usele› against these foes. o ortunities. Although susceptible
Use any other aŠack to defeat them: to a aŠacks that damage Coœon
Shting them in the head or damaging Infected, Clowns usuay bring a
them with Mel Weapons is encouraged. The CEDA Agents “po›e” with them, thanks to their choice in oversized
also ca¨y Bmer bile (a projectile weapon known as Bile ftwear. This means you’re likely to encounter more
Bombs). If you have an empty inventory slot, lk for the Infected when Clowns are about, and you can watch them
Bile vial on the Agent’s corpse, pick up the Bile, and use it “gather” Coœon Infected behind them. They also have a
later. nose that honks, but only if you Mel Shove them.

Mudman
NOTE Campaign: Swamp Fever
Reports indicate that the reanimated corpse of a racing Strengths: Unimpeded by marsh
driver by the name of Jišy 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 bŠn no o icial as your vision, this muŸy maniac
sightings so far. uses flung mud (at least, you hope
it’s mud and not a dirty protest) and
roŠing claws to make a point. Mudmen
are faster than Coœon Infected as
they move on a fours, so fire on them instead of aŠempting
to outrun them. Their aŠack 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 Infected • Uncoœon Infected • Special Infected

Road Crew Riot Guard


Campaign: Hard Rain Campaign: The Parish
Strengths: Wear niose-mu„ling head Strengths: Wearing buetprf
gear, and therefore iœune to Pipe uniforms; impervious to weapons
Bombs. from the front.
Construction workers driven rabid Rent-a-riot-cops aren’t o„iciay part
by viral infections or worse liŠer the of CEDA, but this government agency
landscape in the mitown and sugar mi hired them to provide crowd control
locales. They may be extremely visible and gave them buetprf uniforms
with reflective jackets (and eyes), but to make them fl like real police. Of
their helmet gear covers their ears. course, the extra protection this o„ers
This means they preŠy much only react to movement they the rabid form of the Riot Guard means their fronts are able
s. You can sneak past them if they’re lking the other way, to withstand even close-range blasts and slashes. The best
even if you’re engaged in light combat. Road Crew Infected do method of kiing them is to inflict damage when they’re turned
not swarm a Pipe Bomb when it is thrown. This projectile is around, either after you’ve inflicted Mel Shove, or when
usele› unle› you aim it so it lands within the vicinity of this they aŠack another teaœate and you can target their backs.
zombie type. They can sti hear car alarms though.

Special Infected
Infected with severe, pronounced, or impre›ive 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
aŠacking with other Special aŠracts the Horde, so expect to have a ma› of Coœon
Infected Infected to fend o„ as your vision returns. Due to this
dangerous outcome, retreating out of vomit range or
Weaknešes: Usele› at
ste ing into a defensive location to hide is recoœended.
range; ine„ective 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 iœediately switching to
means the Bmer is your Mel Weapon and begin to slice and spin around to
closing in maximize your constant mel aŠacks. Sometimes, such
Description: The fat, ploŸing 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 e„ectively as you progre›.
aŸed “benefit” of signaing any nearby Coœon Infected * Firing after being vomited on is the biºest concern—not for
to aŠack. When a Bmer is kied, he (or she) explodes in you, but for your teaœates, 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 a—ounces its presence with a thick of your teaœates, 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. AŠack 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 teaœates 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 aŠacking
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 Infected • Uncoœon Infected • Special Infected

TAKEDOWN TACTICS
(AGAINST SURVIVORS)
* The Bmer is designed to provide a su orting role to * If your aŠack 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 aŠack. Work we with your Infected brethren. explode (and coat) a second, you’ve maximized your
* Spawning as close to your foes as po›ible is e›ential, potential, as both players are incapacitated.
so that you’re not spoŠed and shot at range (and thus * Although rarely completed, you can vomit on a foe, then
deprived of any o„ensive capabilities), and so your head out of combat iœediately, 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
AŠacking 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°e›ful 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 aŸitional) time. But do this only
Infected’s aŠack, 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 aŠack can reach * Use your vomit with other specific Infected types. Vomit
before engaging Survivors. Continue to hone your on a Survivor being puœeled by a Charger (or Tank,
vomiting talents so you know (for example) how far Hunter, Smoker, or Jockey) so a Horde is suœoned.
down an aeyway you can stand so that your vomit These aŸitional Infected aŠackers shield the Charger
lands on a major pathway adjacent to the aey. Now do and cause further damage. The Smoker has the aŸed
this for every tactical location you normay use. benefit of sto ing the Survivor from aŠacking the Horde,
* Coaxing a foe into receiving your liquid aŠack is the key completely nuifying the human’s o„ensive capabilities.
to your su°e›, as is self-sacrifice. AŠempt to emerge * Remember to aŠempt 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 aŠack mi›es, charge e„ective if the Survivors are wo¨ying about a SpiŠer,
them so they are tempted to fire and end up coating Smoker, or Charger aŠack at the same time.
themselves in your exploding i—ards. The force of your Note: Bile Bombs aren’t aeed from the BŒmer 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
Weaknešes: Has di„icultly is usuay a you nd to avoid this aŠack, 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 teaœates, knocking them like bowling
Audible Clues: Trumpeting (the pins and damaging them a, as we as po›ibly 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 aŠack, you
baŠering ram. The Charger is an e„ective cla› for can at least expect it.
scaŠering huŸled Survivors, separating them for aŠacks * The Charger is a large ma› and easily struck. Usuay, it’s
by other Infected. In aŸition 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 teaœates, where it wi then smash the humans In that case, aŠack 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 beŠer yet, hiŠing the head from the side).
teaœate. 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
aŠacks during the rescue aŠempt).

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* Save your friend! Like you would with other Special Infected * Where you position yourself is incredibly important when
that end their aŠack with a stationary finishing mel (such trying to survive a Charger aŠack. 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 di„erent 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 po›ible.) The Charger and pluœet to your death). When the trumpeting sounds,
is at its most vulnerable after just mi›ing a charge. Unload move to a location with a wa, vehicle, or scenery behind
on it as it pa›es. you to foil the Charger’s initial aŠack 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 puœeling you do is similar in
which is extremely helpful for other Special Infected many ways to the Hunter’s pounce-and-pin aŠack,
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
e„ective. victim into an area where there’s a number of Coœon
* You can withstand a blast or two as you race forward Infected that can aŸ to the aŠack 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 ru—ing into a human won’t start your puœeling. It takes around ten seconds to fuy
the charge. You must actuay start your Primary AŠack. 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 * AŸitionay, you can ignore Coœon Infected betwn
results. Separate the Survivors as much as po›ible. you and your ay. Your charge knocks them away as you
So charging into a nearby wa isn’t nearly as e„ective focus on raœing and crushing that Survivor. In fact,
as waiting for your human foes to reach a long strt, Horde aŠacks 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.
puœeling. * Charger aŠacks are more frightening when aŠempted 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 aŠack, 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 aŠack quickly and mostly without your having
di„icult to target; very fast the chance to a°urately repel the fiends. However, this
aŠack fast-moving foe growls and leaps, giving you (and a friend
Weaknešes: Usele› at backing you up) the chance to react, especiay if the Hunter
range; very pr health is lining up an aŠack, or aŠempting to hide. Just like the
Audible Clues: A guŠural Charger, once the pounce co—ects, 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 aŠacking until that before they can scamper into pouncing range. This is the
Survivor is dead, or until a teaœate 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 aŠacks and don’t stop
make short work of a Survivor straºling behind the other
until the Infected crumples.
teaœates.
* Help a pounced victim right away (a rescued but wounded
friend is beŠer than an incapacitated one). Hack at it with
Mel Weapons if you’re close enough, as it can’t aŠack
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 • Uncoœon 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 Coœon 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. Ru—ing in to claw a foe who is close
can line up the most a°urate pounce po›ible. to death can be a beŠer use of your aŠacks. Also, gauge
* Like a wolf stalking a lamb, only aŠempt to savage a Survivor your distance. If you can achieve a pounce aŠack 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 co—ect.
aŠack. 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 suœoned Coœon Infected create a
another Special Infected aŠack 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 aŸs valuable slaughtering time to your aŠack.
returning to grab items or Health they already found, or
when they think they’re safe because they’re ru—ing to
a Safe Rm. Make them pay for this lack of fear! If you
can crdinate an aŠack with a second Special Infected,
you can lay waste to a pair of Survivors without being
counteraŠacked 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,
aŠack, 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
Weaknešes: Ine„ective 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 aŠack 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 suœon 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 teaœates 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 aŠack is a completely resist this kidna ing, but you can aŸ precious
Mel Shove from a teaœate. The Jockey wants to aŠack seconds to a string, which should aow your team to
players that are separated from the others or near an launch a counteraŠack.
environmental area that wi enhance their aŠack. You can * The counteraŠack 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 e„ective. The victim should help,
the SpiŠer’s acid. t, fighting the Jockey by string into an open area, or
closer to the team.

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The Infected • Uncoœon Infected • Special Infected

TAKEDOWN TACTICS
(AGAINST SURVIVORS)
* Examples of problem areas where Jockeys can be a real * Gd coœunication 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 shaŠered and stred victim into a pl of acid that a SpiŠer 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 o„ers gd po›ibilities
try and scamper away. However, if you’ve done your to co—ect with a victim, such as a balcony above a
job (stred a victim into SpiŠer acid, another Special thoroughfare, and hope the Survivors don’t spot you.
Infected’s aŠack, 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 aŠack that can as a Coœon 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
Weaknešes: Relatively weak, with your Primary Weapon as sn as a Smoker is spoŠed.
with an aŠack 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 aŠack 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 aŠack mi›es, 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
teaœate.
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 aŠacks from other foes
tongues. If the Smoker la›os a Survivor from above, the
that might take advantage of your po›ible bewilderment.
Survivor wi hang in place until a teaœate frs them
or they are aŠacked by Infected. If la›oed from ground * Rescuing a victim of a Smoker aŠack 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 teaœate 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 a—oyance, with an aŠack
Prima Official Game Guide

position themselves in a variety of high, covered, designed to fluster rather than ki. If you can separate
di„icult-to-spot, or dark places and lash out with their Survivors, your brethren have a beŠer chance to finish
main aŠack. It’s di„icult 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 • Uncoœon Infected • Special Infected

…continued from previous page


* Partnering with another Special Infected means you may * While a foe is thrashing about in your constricting
not nd to wo¨y about separating a team. For example, tongue, Special Infected can claw to incapacitate it
you can watch a Tank, Charger, Jockey, or Hunter aŠack, quicker, and a Horde can help finish the job more quickly.
and then la›o the nearest rescuer who runs in, giving Realize that your life is expendable, but you should only
the remaining teaœates a choice of two victims to sacrifice yourself after causing as much confusion as
rescue, or in the case of a Tank, an ongoing baŠle with po›ible. If you mi› an aŠack, coax your victim into
fewer teaœates. foowing you, ideay into the path of a second Special
* Bide your time when waiting to inflict a tongue aŠack. Infected.
Chse an area suitable for your aŠack (a mesh fence * Throughout the campaign Walkthroughs are numerous
that you can fire your tongue through, or a balcony so “one-way” drops where the team ca—ot return to an
you can aim it downward to a foe). Another place to area they previously explored. This is the optimal place
stand is near an alarmed car so incoming shots hit the to ambush that last teaœate, draºing him back and
vehicle and triºer a Horde’s a¨ival. Or try draºing a strangling him, as the team ca—ot even mount a rescue!
foe onto the alarmed car itself.

The SpiŠer
Primary A ack: Spit (medium Takedown Tactics (Against Infected)
to long range) * Aside from the ho¨ifying a earance, the SpiŠer 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 aŠack through the acid as it is spreading out, or wait and watch for
Weaknešes: An easily-avoided ambushes until the acid disperses before continuing.
aŠack, 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 sca—ing of balconies, catwalks,
rftops, corners, and drways is a gd idea.
Description: SpiŠers spew a
co¨osive ba of steaming * SpiŠers aren’t fast, and are only as threatening as Coœon
acid that coats the ground in Infected after the spiŠle aŠack. Just cut them down with
a puŸle. When it’s ste ed a headshot or Mel Weapon swipe before they bring up
another acid ba. However, as SpiŠers are most dangerous
in, the acid can be incredibly
when working with other Special Infected, your biºest
damaging to Survivors.
concern is being aŠacked by another entity while waiting for
SpiŠers can make life di„icult
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
SpiŠer wi release her acid in an expanding puŸle of spew.
SpiŠers are gd at separating the Survivors by spiŠing
in enclosed areas, after one or two of the Survivors have
pa›ed and are on the other side of the excretion.

TAKEDOWN TACTICS
(AGAINST SURVIVORS)
* Think of the SpiŠer as the disgusting half-sister of the * The SpiŠer is designed to harm, wound, and delay, but
Smoker. Similar in stature, and o„ering the same degr not nece›arily ki the Survivors. As her claw aŠacks
of a—oyance, the SpiŠer is a Special Infected designed are only used at very close range and she fas under a
to complement and further augment the aŠacks of single headshot most of the time, fu frontal aŠacks are
their more powerful brethren. The acid aŠack wounds not recoœended, unle› the Survivors are particularly
Survivors, but not your own kind. squeamish at the sight of the SpiŠer’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 • Uncoœon Infected • Special Infected

…continued from previous page


* Your plan of aŠack is thrfold: You must first situate * Work with your Special Infected friends so that you’re
yourself in a location where the Survivors won’t helping them. When a Bmer vomits on a Survivor,
iœediately spot you, such as a balcony, dark corner, or spit on them t to shorten their life expectancy. Spit
behind a wa. This can be problematic because you’re not on a thoroughfare so that Survivors must wait for the
as compact as a Hunter or Jockey. Dark locations work acid to disperse, and so while they are waiting, a Hunter
beŠer. You can always hide near an alarmed car so the or Charger mauls them. Spit on a foe already being
Survivors strike it, causing a Horde to come and help you puœeling, pounced, or strangled, or into a Horde of
out, which is the second part of your aŠack plan. Locate Coœon Infected aŠacking a human foe.
a high concentration of Coœon Infected so that your * SpiŠers have a particular use when Survivors are trying
aŠack aŸs to the chaos. to flick a switch, fi up a gas tank, or refuel a generator.
* The third component of your aŠack is to su°d in not Any Fuel Tank a Survivor drops is set on fire with your
only spiŠing acid, but also doing it in an area that is critical spiŠle. Naturay, this is a great way to clear defenses,
to the Survivors’ progre›. There’s no point go½ing in but a pl of acid aimed at the Blue 22 racing car or
a park. The Survivors can move around your acid after su¨ounding the radio in the plantation mansion escape is
executing you. A beŠer plan is to upchuck in an aeyway, at both dangerous and a—oying to your foes.
a drway, or a on path that must be traversed. The optimal
spit aŠack is one the Survivors don’t know about until
they’re caught in the expanding pl of it.

The Tank
Primary A ack: * Fortunately, you have spd on your side. You can move a
Concrete Hurl liŠle 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 teaœate 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
aŠacks 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 aŠacks The burning Tank spds up, but coapses and die in about 30
Weaknešes: 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 Aœunition 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 pluœet. 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 su„er aŸitional damage or
remarkably buet-resistant, and can soak up huge amounts death. Avoid this aŠack 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 flaœable Tank around. Don’t use a car, forklift, hand truck, dumpster, or log,
in thirty seconds—a›uming the Survivor who threw it can because the Tank can punch it straight into you!
avoid geŠing 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 teaœates are pla—ing 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 teaœate
aºre›ively 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 teaœates stand on either side of a Tank and fire on it
one after another so that the Tank kps switching targets.
* Your height also a„ects 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 • Uncoœon 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 po›ible. If you can split them up and ki them of the group. Then target another and bash them in the
individuay, so much the beŠer. If your Infected brethren o osite direction, thus spliŠing 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 aŠacks, either during a down on a foe to intimidate any throwers into me›ing
Tank aŠack, 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 aŠracted to foes moving over obstacles that
in from a side or rear of a main thoroughfare, which aŸs might slow you down. Kp moving as quickly as you
to the surprise and coœotion. 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 aŸitional ranged aim at where the Survivor is likely to be, not where he is
aŠack, 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 aºre›ion meter. They can also aŠack 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 aŠack 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 po›ibly wake the
frightening; easily
Witch (or raise the alarm).
incapacitating aŠack;
strong
Weaknešes: 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 Cošon 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. SiŠing on the ground
and crying, they would only get up to aŠack 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 aŠack until she kis
the Survivor, or until teaœates can sht her o„. Once a
Witch has kied the Survivor who startled her, she wi run
away.

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Leave Them Dead:


DeaD: Weapons and Equipment
By now, you should have some rudimentary knowledge about the weapons you enjoy utilizing. However, it is always advisable
to check out information on a the available ordnance as we as equipment. Many of these weapons feature statistics (such as
the damage, range, and reload time of a weapon); use these when comparing di„erent Primary Weapons so you know which is
beŠer at specific functions.
Aœunition
Aœunition is found in sma or large piles, always in Safe Rms, and randomly throughout
the game. Aœunition, when taken, completely restores your Primary Weapon’s aœunition
back to its maximum level. Be sure to reload so you have a chamber fu with the maximum
the weapon can hold. The aœo pile is never used up.
It is imperative you use aœo cu—ingly, such by as swinging open a Safe Rm dr at
the start of a stage, blasting foes while staying inside the Safe Rm, and then gra½ing more
aœunition before you leave.
When you’re low on aœunition, it is usuay beŠer to figure out where your next Safe
Rm is and rely on Pistols or Mel Weapons, or drop the weapon and pick up a new one.

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 a—ihilation, Enhanced weapons (which are generay more potent versions of their Standard
counterpart) represent a beŠer overa choice. Of course, Standard weapons are much more coœon (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
A›uracy: Low Magazine Capacity: 10 A›uracy: Low Total A‚o: 90
Range: Short to Total A‚o: 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 o„er very similar performance and are swap to a Mel Weapon, instead of being ravaged while you
extremely impre›ive at tearing large, meaty sections out of aŠempt 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 aœunition 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 aŠacked 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 Coœon Infected with a single shot, so a weapon with a
much larger capacity is more economical.

26
The Basics survivors and infected Weapons and equipment Campaign Surviving and Scavenging achievements/appendix extras

Chrome Shotgun Pump Shotgun

Damage: Medium Fire Mode: Single-shot, Damage: High Reload Time: Slow
Penetration: Low Pump action Penetration: High Fire Mode: Pump-action
A›uracy: Low Magazine Capacity: 8 A›uracy: Low Magazine Capacity: 8
Range: Short Total A‚o: 56 Range: Short to Total A‚o: 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 o„ers greater damage, penetration, Run to the front of your team when tackling foes, checking
range, and aœunition, but it certainly isn’t as shiny. to make sure interior locations are secure, and investigating
These weapons o„er you the ability to blast foes ru—ing 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 e„ect than most other weapons. Make up for the aºre›ive 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 aŠempting
sure your team knows you’re gd for only a few, devas- to help a downed or iœobile player, or if one of your
tating blasts. teaœates cro›es your field of vision. The wide spray of
If Mel Weapons aren’t available, you can at least the shot makes friendly fire incidents coœon.
push the Infected back with a Mel Shove, then fire a

Hunting Rifle Military Sniper Rifle

Damage: High Reload Time: Very slow Damage: High Fire Mode: Semi-
Penetration: High Fire Mode: Semi-automatic Penetration: High automatic
A›uracy: Very high Magazine Capacity: 15 A›uracy: High Magazine Capacity: 30
Range: Intermediate to Total A‚o: 150 Range: Long Total A‚o: 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 beŠer 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 teaœates 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 teaœate is struºling the military variant.
behind cover).
With single shots, friendly fire becomes le› of an i›ue,
Both weapons are scoped, which further improves an but if a teaœate 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 teaœate 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

27
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The Basics survivors and infected Weapons and equipment Campaign Surviving and Scavenging achievements/appendix extras

SMG Silenced SMG

Damage: Low Reload Time: Fast Damage: Low Reload Time: Short
Penetration: Low Fire Mode: Automatic Penetration: Low Fire Mode: Automatic
A›uracy: Medium Magazine Capacity: 50 A›uracy: Medium Magazine Capacity: 50
Range: Short to Total A‚o: 650 Range: Medium Total A‚o: 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 ndle›ly with valuable buets.
are both exceent choices. The Silenced SMG is obviously Liaise with the rest of your teaœates so that you can kp
beŠer to use when you don’t want to aŠract enemy aŠention as much of the weapon’s aœunition conserved for as long
(near Witches, or when you’re racing through a campaign), as po›ible. 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 A›ault Rifles are Weapon when facing more than thr foes at close-combat range.
more powerful and considered a beŠer 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 aœunition depletion. an A›ault 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.

M-16 A›ault Rifle Desert Rifle

Damage: Medium Reload Time: Fast Damage: Medium Reload Time: Medium
Penetration: High Fire Mode: Automatic Penetration: Medium Fire Mode: 3-round burst
A›uracy: High Magazine Capacity: 50 A›uracy: Medium Magazine Capacity: 60
Range: Short to long Total A‚o: 360 Range: Medium Total A‚o: 360
Rate of Fire: High Enhanced Variant: Desert Rate of Fire: Medium Standard Variant: M-16
Rifle A›ault 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 A›ault 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 A›ault 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 Coœon 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 raŠle 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, cuŠing a Coœon foe down Because these Rifles are useful in almost every situation,
no maŠer what the range (a›uming a°urate strikes are be careful not to expend t much aœunition. 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 aœo by using
Mel Weapons during close-combat fighting, and aim at the
heads of foes, especiay at longer ranges.
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The Basics survivors and infected Weapons and equipment Campaign Surviving and Scavenging achievements/appendix extras

AK47 Grenade Launcher

Damage: Very High Reload Time: N/A


Damage: High Reload Time: Fast Penetration: N/A Fire Mode: Single-shot
Penetration: Medium Fire Mode: Automatic A›uracy: Low Magazine Capacity: 1
A›uracy: Low Magazine Capacity: 40 Range: Long Total A‚o: 30
Range: Medium Total A‚o: 360 Rate of Fire: Very slow Enhanced Variant: None
Rate of Fire: Medium Standard Variant: None Think of the Grenade Launcher as a multiple-shot, instantly
The AK47 is a great alternative to the M-16 and Desert Rifle, exploding Pipe Bomb. It fires a single, arcing projectile
although it isn’t nearly as a°urate, has a slower rate of fire, grenade that lands with a “thunk” and promptly explodes.
and a smaer clip size. Point the weapon higher or lower before firing to increase or
decrease the angle of the launch and, therefore, the distance
The AK47 shares many of the a›ets of the other A›ault the grenade travels.
Rifles. It is flexible enough to be employed in a wide variety
of situations (except for long-range shting due to its The exploding grenade instantly liquefies Coœon Infected
ina°uracy). It is a gd Special Infected-kiing device at and usuay delivers terminal blows to a Special Infected
ranges closer than medium. except Tanks or Witches, although it is incredibly e„ective
against them as we.
This weapon’s biºest strengths are the automatic
firing mode and the damage it causes. It helps your team The e„ectivene› of this weapon is completely dependent
iœensely if you saunter into a Tank baŠle using one of on the competence of the user. Because the grenade takes
these to pe er the beast’s head with buets. Firing without time to reach its target, you should fire at where the target
the nd to pu the triºer again and again means you can wi be, and not where it is when you launch the grenade. The
rapidly rake foes until they fa or you run out of buets, grenade launcher uses a di„erent aœo type than the other
which doesn’t ha en as quickly as you’d think, but is sti an weapons. It can’t be replenished by aœo piles. Once it
i›ue to wo¨y about. runs out, it’s done.
The Grenade Launcher is a mid- to long-range weapon
only. You might as we point the weapon at your ft and
blow your ft o„—this is just as e„ective as aŠempting
to fire a Grenade Launcher when you’re swarmed by foes.
Switch to a Pistol or Mel Weapon at once!
The Grenade Launcher is designed to provide hard-hiŠing
su orting fire to the rest of your team. It doesn’t mean
a°identay hiŠing your team, or you’ be responsible for
more Survivor deaths than the Infected. One gd thing is
that it isn’t easy to cause self-harm with this weapon.
The Grenade Launcher is usele› (and extremely
dangerous) in na¨ow, enclosed spaces. Use it in wider
expanses with a gd view and no scenery to block your
grenade’s path.

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The Basics survivors and infected Weapons and equipment Campaign Surviving and Scavenging achievements/appendix extras

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
A›uracy: Medium Magazine Capacity: 15 (30) A›uracy: Medium Magazine Capacity: 8
Range: Short to Total A‚o: Unlimited Range: Medium Total A‚o: 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-ca—on instead of reloading your Primary
itated, no maŠer 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 aœunition 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)
aœunition and rate of fire). Pistols are a°urate and is a great alternative to a Primary Weapon if you want quick
perform beŠer at longer ranges and are, therefore, a gd headshot executions of the Coœon Infected, instead of a
choice to pair with a Shotgun so you have range and large number of shots (which the Pistols are beŠer suited for).
flexibility with your takedowns. (Although having a teaœate This hand-ca—on is usuay a beŠer bet than Pistols, as it also
perform this function is usuay a beŠer plan.) has unlimited aœunition but is far more e„ective. 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 di„icult 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.

Secondary Weapons (Mel)


Baseba Bat Cricket Bat Crowbar

Electric Guitar Fireaxe Frying Pan

Katana Machete Police Baton (Tonfa)


Prima Official Game Guide

Mel Weapons are a variety of armaments, or tls a ro-


priated for violent use, that are designed to be swung and
Some Mel Weapons bludgeon (the Cricket Bat), while
struck about the heads and bodies of the Infected during
others slice (the Katana), and the amount of bld and
frenzied bouts of close-quarters fighting. They slay betwn
dismemberment you’ s on your scrn varies with each.
one and thr Coœon (or Uncoœon) Infected with a
However, the damage a of these items do is identical.
single swipe, but aren’t nearly as e„ective on the tougher
You can also Mel Shove a foe (or a couple if you’re
Special Infected, such as Chargers, Tanks, and Witches.
su¨ounded), before aŠacking with your Mel Weapon, but
(Primary Weapons or projectiles are recoœended for them.)
this isn’t as nece›ary as with a firearm.

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Use Mel Weapons when you’re swarmed, when you’re


Campaign Available Mel Weapons
guarding a na¨ow exit (such as the hatch of the wrecked
airliner during Swamp Fever), or when you want to slay a Baseba Bat, Crowbar, Fireaxe, Frying Pan,
Hard Rain
Bmer, and don’t mind geŠing covered in Bile. (In fact, the Katana
Mel Weapons are the go-to armaments when this o°urs, Baseba Bat, Electric Guitar, Frying Pan,
The Parish
and actuay make tackling a Bmer a lot le› of a problem.) Machete, Tonfa
Spi—ing on the spot and striking with Mel Weapons is
also encouraged. The foowing table shows where to find
specific Mel Weapons during the campaigns: NOTE
MelŠ Weapon or Pistols? This a depends on your style
Campaign Available Mel Weapons of play, but kŠp this in mind: You have a Primary Weapon
Baseba Bat, Cricket Bat, Crowbar, Fireaxe, already and Pistols are employed when you’re incapac-
Dead Center
Katana itated—even if you’re caŸying a MelŠ Weapon. MelŠ
Baseba Bat, Crowbar, Electric Guitar, Weapons inflict damage at close range with greater ease
Dark Carnival
Fireaxe, Katana than Pistols, which makes MelŠ Weapons a gŒd backup
Baseba Bat, Cricket Bat, Fireaxe, Frying weapon if you want to slay your Infected up-close and
Swamp Fever personal.
Pan, Machete

Secondary Weapons (Mel Enhanced)


Chainsaw The damage the Chainsaw causes is ho¨ific and
impre›ive, cuŠing through Infected bones like buŠer and
dro ing multiple foes the moment it strikes. Note you have
to pre› your Weapon buŠon for the blades to reach their
fastest spd and for you to thrust the weapon. When this
o°urs, any Coœon or Uncoœon foe is torn apart.

Damage: Very High Reload Time: N/A Special Infected are also susceptible to the Chainsaw, but
those with more mel aºre›ion (such as the Charger,
Penetration: N/A Fire Mode: N/A
Tank, and Witch) can easily overcome the aŠack with their
A›uracy: N/A Magazine Capacity: N/A own strikes, even though the Chainsaw can damage them. So
Range: Very Short Total A‚o: 30 seconds aŠack 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 cuŠing through a solid circle of Infected, there’s
violent bringer of bld. Produce and activate the Chainsaw nothing beŠer; 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.

Mounted Weapons (Fixed)


Heavy Machine Gun Tu¨et Machine Gun Tu¨et provides extremely potent and devas-
tating rapid-fire that cuts through foes easily and e„ectively.
Damage: High Simply point, sht, and continue until nothing’s left.
Penetration: High
This obviously doesn’t extend to your own team, who can
A›uracy: Medium easily be caught in the gun’s line-of-fire. So avoid friendly-
Range: Intermediate to fire situations, using the weapon to aim at ma›es of foes
long or larger, Special Infected forces, especiay the Tank. This is
Rate of Fire: Extreme highly e„ective at kiing Tanks, if you’re not overwhelmed by
Reload Time: N/A side aŠackers.
Fire Mode: Automatic Although supremely devastating, the Heavy Machine Gun
Magazine Capacity: N/A Tu¨et has some preŠy problematic shortfas—the worst
Total A‚o: Unlimited is its iœobility. You ca—ot shift it to another position or
turn it more than 100 degrs from left to right. This makes
Only a earing twice during the campaigns (there’s one you a siŠing target, so a second teaœate should guard
mounted on the Plantation Mansion in Swamp Fever, and you to prevent flanking aŠacks from foes. Note that the
another on a military vehicle during the Parish finale), Heavy Heavy Machine Gun Tu¨et wi overheat if used continuously
without a cl-down period.

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The Basics survivors and infected Weapons and equipment Campaign Surviving and Scavenging achievements/appendix extras

Projectile Weapons (Belt Items)


These thr objects fit on your Belt with a Health enhancement item. Only one of them can be ca¨ied at a time. The
projectiles are thrown and cause thr interesting, and usuay disgusting e„ects:
Molotov Bile Bomb
Molotovs are useful for lo½ing into an area you Also known as Bmer Bile,
want to clear (such as a building that you suspect Bile Vial, or Vomit Jar, this sma
contains multiple foes or Special Infected), into a sample of Bmer Bile is perfect
group of foes to set them on fire instantly, or into a for aŠracting a Horde of Coœon
location you want to prevent aŠacks coming from. Infected. Lob it far from your group and once the vial lands,
The most strategic use is to figure out where a it shaŠers, creating a sma grn cloud of Bile. Drop it at
Horde is about to a ear from (or spot it), lob the your ft, and it acts just like a Bmer vomit—so don’t.
Molotov, and watch the Infected burn! Bile Bombs are found on the corpses of CEDA Agents
Of a thr projectiles, the Molotov can be the (Dead Center), or randomly scaŠered throughout the stages
most damaging if it impacts near your team. But it you venture through.
is exceent for removing Special Infected threats— Bile Bombs are incredibly useful for moving Coœon and
watch a Witch stumble and fa, or a Tank quicken Uncoœon Infected away from a route, a downed friend, or
his pace. There’s no nd to fire on flaming foes; they are other location you don’t want them to be in. After 15 to 20
burning to death without aŸitional help. seconds of the group scra½ling, the Bile cloud di›ipates
Molotovs are extremely e„ective, unle› you’re wading and the Infected turn on you again.
through parts of Swamp Fever or Hard Rain. The fire doesn’t If you haven’t escaped, slaughter them a with your
burn we in water that isn’t very shaow. It also doesn’t favorite (and usuay ranged) weapons, thrown in a Pipe
a„ect CEDA Agents during Dead Center. Bomb, or Molotov, or set o„ a Fuel Can or other explosive
You can actively use the fire from a Molotov aŠack if object.
you’re playing as Infected during Versus matches. Pu a Those Survivors with a°urate throwing arms should lob
Survivor through the flames when playing as a Smoker, str these at Special Infected, who are then stormed and aŠacked
or charge into fire with a Survivor in tow when playing as a by their usuay friendly Coœon brethren. As you can
Jockey or Charger, or rush into fire and then into a Survivor imagine, this makes fighting more dangerous foes, such as
if you’re a Bmer, which forces your foes to get covered in Chargers, Tanks and Witches, much le› frenzied.
your i—ards.
The only downside is that Bile doesn’t harm the Coœon
Pipe Bomb Infected, so you must expend aœunition to rake through
the a›embled group.
The Pipe Bomb is a densely
packed explosive with a
short fuse and a blinking
light that emits a bping
sound. When thrown, even into water, the Pipe Bomb
aŠracts a types of Coœon and Uncoœon Infected, with
the exception of Road Crew zombies in Hard Rain. Special
Infected are una„ected by the sound; use explosive objects,
Molotovs, or Bile Bombs.
After 5 to 10 seconds, the Pipe Bomb detonates, and the
a›embled zombies are torn apart in a fountain of bld and
o„al. Naturay, you want the most bang for your buck, so
throw these when you’re being, or are about to be, swarmed
by a Horde. Mop up any Infected that were incoming at
the time of the explosion. They are likely to be temporarily
stu—ed. Special Infected (including Tanks) can be stu—ed,
t, providing the explosion o°urs when the Tank is nearby,
but this is a rare o°u¨ence.
Prima Official Game Guide

This weapon is incredible for clearing out Coœon


Infected, but it can also be used as an escape tl, with the
dismemberment of foes as a secondary consideration. Clear
an escape route, Safe Rm entrance, or other location you
wish to reach, if foes are blocking your path.

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Weapon Enhancements (Backpack Items)


The foowing weapon enhancements are designed to augment your firepower, and a ly to Primary Weapons and Pistols (but
not Mel Weapons). They are ca¨ied on your back, only ca¨y one at a time. As First Aid Kits are also Backpack Items, it is
usuay beŠer to pick up one of these Packs, instantly use it, and then pick up the First Aid Kit you dro ed.
Up to four teaœates should pick up and aŸ augmented shes/buets to their Primary Weapons. This is done automat-
icay, and the subsequent shots are of this type. You ca—ot chse when to employ the shots once the aœo pack has bn
aŸed to your equipment.
Although one teaœate has to sacrifice ca¨ying a First Aid Kit on their back, it is beŠer to kp an Aœo Pack until you
reay nd it, such as during a finale or when you’re about to repel a large number of foes or a Special Infected. However,
because First Aid is usuay more helpful to an Aœo Pack ca¨ier in the long run, iœediate distribution usuay o°urs.

Explosive Aœo Pack Incendiary Aœo Pack Laser Sight


The next 10 The next 10 This Laser Sight is found
Shotgun shots Shotgun shots and deployed simul-
or 50 buets are or 50 buets taneously, so it isn’t
explosive. They are incendiary, something you ca¨y around
iœediately meaning they with you. When taken, it
dispatch most iœediately set a aŸs a red laser sight to
Infected with a blast similar to that of target on fire, burning with the ferocity your Primary Weapon (and Pistols or
a Grenade Launcher, which can knock of a Molotov or exploding Fuel Can. Magnum, if you have them instead of
down other foes in the vicinity. It is Fire can be transfe¨ed to other nearby Mel Weapons).
useful to pe er these explosive rounds Infected t. This helps nuify large The Laser Sight helps you aim, but
into larger Special Infected such as the numbers of Coœon Infected, as we disa ears when you drop a weapon to
Tank, t. as Special Infected. pick up another, so use this only with a
favorite firearm.

Explosive Objects (Ca¨y-Only)


The foowing thr items have special (and spectacular) explosive capabilities and are designed to block pathways you are
defending, or to fu—el foes into your team’s “meat grinding” perso—el. A thr items share the same basic function. They
are randomly found, usuay near where a large-scale baŠle is about to take place, and should be picked up and moved to a
strategic position beneficial to your team.
The items can be used aºre›ively when ca¨ied (the Mel Shove) but should be dro ed in favor of real weapons if
combat becomes nece›ary. The objects can also be thrown so that they land in the general area you want them to serve as
quick defenses before Hordes or Special Infected a¨ive. You can even try “skt-shting”: One player throws an object and
another fires at it if you nd the explosion as sn as po›ible.
These items can also be ca¨ied from Safe Rm to Safe Rm if you reay want to, and don’t explode if you’re luºing
them around. (Any friendly fire strikes you, not the object.)

Fuel Can (AKA Gas Can) Propane Tank


This is a one-use item that sets fire to Instead of catching fire, the Propane Tank
the ground and any Infected that are on it explodes with considerable force, much
or pa›ing through the flaming area. The like a Pipe Bomb, and this is the key to
expanse of flames is wider than what a using it su°e›fuy. The Propane Tank can
Molotov creates. It is also safer, t, as you overbalance a Tank (useful when the beast
can place the Fuel Can in a specific area is already ablaze), remove groups of threats
rather than rely on your or your teaœate’s (especiay if used with a Bile Bomb), clear an
trajectory. exit point of foes, or use it tacticay to rupture
The only downsides to using Fuel Cans are the time a Fuel Can.
required to set up the trap properly and the fact that they The downside to using a Propane Tank is having it explode
don’t burn we in water. when nothing is nearby, or when a teaœate ventures t
Fuel Cans are used in the refueling of Jiœy Gi½s Jr.’s closely, as the damage is enough to staºer a Witch and
car during the Dead Center Campaign, and also form the cause foes to fa from ledges or cli„s. Don’t overlk this
basis of the Scavenge Mode. key o„ensive item, and fire when ready after you set it down
in a visible area so you have an easy, clear shot.

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Oxygen Tank
Similar to the Propane Tank, hiŠing an Oxygen Tank results in the pre›urized canister
exploding after a short delay (and audible hi›), which can be a—oying 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 liŠle more time to spare.

First Aid (Backpack Items)


The foowing items are designed to augment your team’s general health. They are
ca¨ied on your back, and you can ca¨y either the Defibriator or the First Aid Kit, NOTE
but not both. Either of these items are ca¨ied when selected, and a Mel Shove
The foowing Items (First Aid and
can be used to push a foe back before you use the item. (Using Mel Weapons is
Health enhancements) can be self-
beŠer, though, because the foe wi simply return to aŠack after a Shove). You have
administered or given to a nearby
no other o„ensive capabilities while you’re holding either the Defibriator or the
First Aid Kit. teašate.

Defibriator When you administer the First Aid Kit, you are prone and
Encountered infrequently almost iœobile (you can walk very slowly) for around 4
and easily distinguishable, seconds, so request cover from a teaœate. First Aid can be
Defibriators o„er the user given to a wounded teaœate (who can provide the cover
the chance to save the life of for you, but can’t move faster than a stro).
a downed teaœate 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 teaœates so you a liŠle longer if aŸitional Kits are not available.
aren’t aŠacked during the resuscitation. When complete, the
victim is revived, although they sti may nd aŸitional 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 aºre›ive
First Aid Stations a ear in many (but not a) Safe
teaœate who gets into a situation they can’t resolve with
Rms, and also are scaŠered 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 doŠed
randomly through a location,
although the number le›ens
on more di„icult game
Prima Official Game Guide

seŠings. The Kits are always


found inside Safe Rms,
and usuay found in First Aid
Stations.

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Health Enhancements (Belt Items)


You can ca¨y either Adrenaline or Pain Pis in one of your inventory slots, but not both at the same time. Use them if you
nd them, but do this quickly, as you have no o„ensive capabilities while you’re holding either item.

Adrenaline Pain Pis


Jab a syringe into yourself When taken, Pain Pis aŸ up to 60 points to your
to instantly receive a +25 Health (the exact number depends on the game’s
Health bst, slight tu—el di„iculty). However, this fix isn’t permanent.
vision, and a sharp view of your su¨oundings. This bst This item is designed to give you a temporary
graduay diminishes, but can take your Health over 100. bst in Health if you’ve bn wounded, and don’t
Adrenaline is useful mainly to cover distances much more want to use (or don’t have) a First Aid Kit. The
quickly than normal (and secondarily, to receive a Health bst shows up visuay in your Health bar (which
bst), as it has the aŸed e„ect of maximizing your spd. slowly decreases back to the wounded state you
It also aows you to shrug o„ Coœon Infected aŠacks that were in before po ing the Pis).
usuay slow you down. Any mobility i›ues are not healed, and if you take
Use Adrenaline when you nd to cover ground, either to damage, your “lower” Health (the level prior to receiving the
escape an area or to sprint through a highly dangerous zone pis) takes the hit. Find a First Aid Kit to heal “properly,” but
to a switch that nds pre›ing. You also may wish to use it don’t do this iœediately, as this would simply waste the
when facing a large entity such as a Tank, to slightly quicken Pis’ bst.
your strafing capabilities. Adrenaline is also great to use to
revive, heal, defib, or pour faster.

NOTE
The items your teašates are caŸying 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 bo‹om of your scrŠn,
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 nŠds it, a quick check of their inventory helps your cause.

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Dead Center • Dark Carnival • Swamp Fever • Hard Rain • The Parish

Left 4 Dead 2: Campaign Introduction


Welcome to the zombie apocalypse. From the rf of the Va—ah Hotel to the military helipad and every hehole in betwn,
the bulk of this bk is a step-by-step Walkthrough of each of the five campaigns. Here is a quick explanation of what the
Walkthrough contains:

L“king 4 Guidance?
There are five di„erent campaigns to aŠempt 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:

Campaign 1: Campaign 2: Campaign 3: Campaign 4: Campaign 5:


Dead Center Dark Carnival Swamp Fever Hard Rain The Parish
Stage 1. Hotel Stage 1. Highway Stage 1. Plank Country Stage 1. Mitown Stage 1. Waterfront
Stage 2. Strts Stage 2. Fairground Stage 2. Swamp Stage 2. Sugar Mi Stage 2. Park
Stage 3. Ma Stage 3. Coaster Stage 3. Shanty Town Stage 3. Mi Escape Stage 3. Cemetery
Stage 4. Atrium Stage 4. Barns Stage 4. Plantation Stage 4. Return to Town Stage 4. Quarter
Stage 5. Concert Stage 5. Town Escape Stage 5. Bridge

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 seŠlements 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 Uncoœon 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-fŒt 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.

2. Stage Introduction 3. Walkthrough: Area Tactics


and Overview The bulk of the Walkthrough showcases the multiple
pathways, problems, and solutions when treÀing through
Prima Official Game Guide

Next comes the start of the campaign itself—an overview


section; in this case, a fiery, zombie-fied hotel caed, every area. They are presented chronologicay. If nece›ary,
a ropriately enough, “Hotel.” This is the first stage of a detailed Area Map is shown. Next is information on the A.I.
the Dead Center Campaign. The campaign logo a ears in Director, which iustrates what random or dynamic changes
one corner. On the map are the areas, optimal (thick) and there may be for this area. Then comes the Walkthrough:
optional (thin) routes, and po›ible item locations. Finay, This gives step-by-step instructions for navigating each
the Walkthrough provides a list of thr advantages the location within an area.
stage has for your team, along with thr po›ible problems. The exact part of an area is known as a “location,” for
example “Location Start” or “Location 1A.”

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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 aŸitional box caed “E„ective 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.
AŸitional 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 foowing 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 Va—ah “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.

Stage 2: Str£ts Stage 4 Atrium


The Infected There’s a chance
apocalypse is now. to check out
The strts are race-car driver
liŠered with empty Jiœy Gi½s Jr.’s
vehicles, and the famed Blue 22 car—a
roŠing dead. Work real treat if you’re
your way over and Eis. Otherwise,
under roadways, this finale involves
then quench the Page 47 fiing the vehicle Page 64
gun shop owner to with fuel and
reach the safety of Liberty Ma. fling once and for a.

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 Coect 10 vials of BŒmer vomit
later. Roed Zombie from infected CEDA agents you have
kied.
Sti Something
Survive a campaigns on Expert.
to Prove*

Survive a campaign on Expert ski


The Real Deal*
with Realism mode enabled.

Confederacy of Finish a campaign using only melŠ


Crunches* weapons.

* Requires completion of this campaign, plus a«itional tasks.

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The Basics survivors and infected Weapons and equipment Campaign Surviving and Scavenging achievements/appendix extras
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 Va—ah Hotel on ft. Grab weapons and head down to the eighth flr, working your way
through the co¨idors craœed with frothing Infected (Area 1). BaŠle 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 baŠle 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 teaœates 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
teaœates 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.

Area 1: VaŽah Hotel Fl“r 8


“Oh, they ain’t
Hotel - Area 1
comin’ back!”
Start

Coach is right; those helicopters aren’t


1A coming back to save you and you nd to
Start find you’re own way out of this town. You
stand perched on a hotel rftop. The first
plan is to exit this building, which is going to
be trickier than you might think. Fortunately,
you can move over to the table where a
modicum of equipment lies ready for you to
Prima Official Game Guide

pick up on a first-come, first-served basis. If


you want a Mel Weapon, get there quick!

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TIP Hotel - Area 1


You can double-up your Secondary Pistol 2A
on this table, grab a MelŠ Weapon to
replace your Pistol(s), and take a li‹le
First Aid Kit for later. You’re moving along 1G
naŸow coŸidors and into compact rŒms,
which makes close-aault weapons more 1F
useful. Arm two of your team with MelŠ
Weapons, and the others with Pistols
before continuing. 1E

Flr 8—Entrance
Wounds 1A
1B 1C 1D
1A

When a of your team are ready (and not before), head o„


the rf and down two flights of stairs to the dr marked
Rm 800
2B
“Flr 8.” Verbay a—ounce the intention to open the dr
(so you have a Mel-wielding pal at the dr with others on
the steps with weapons). Step into the main co¨idor, aŠract
the aŠention of these shambling deviants, and then step
back so everyone can get a shot or swipe as the initial wave
heads through the dr.

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 aŠack it for teaœate in
most proficient kiing results. Other the miŸle, and
than being impervious to fire (both inside the hotel and Pistol-packing
from thrown Molotov Cocktails), CEDA Agents should be friends o„ering
cued in the same way as Coœon 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 aŠempt a rm-to-rm bldbath (picture 2).

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Suite A—Conference Rm-by-Rm Rampage


Rm Chaos You can advance
1C farther through
this flr by
conducting
a rm-by-
rm search
of the four
hotel chambers
(picture 1) on the
left side of the
main co¨idor, as
we as checking
out one of the
side chambers
o„ Suite A. The
rms on the left
are in pairs, with
an interior dr
that links them.
This means you
have numerous entrances and exits, including the windows
you can break or jump through that lead to the na¨ow
exterior balconies (picture 2). You can dart betwn rms,
but always ensure that your team is backing you up. They
should be close enough to provide covering fire, but far
enough away so that you aren’t cramped or heœed in.

TIP
You have a number of pathway options to chse from as
you situate yourself in the main co¨idor. The next main These rŒms should be thoroughly and methodicay
location is the corner of the main L-shaped thoroughfare checked for items, which are found on the flŒrs, beds and
betwn the rms (Location 1D). You can reach there by bathrŒms. Coecting valuable items is the main reason you
means of the hotel rms and ledges, or by heading down should lengthen your time here and ba‹le 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 coœand center of some type. The maps and data or to your death, so spend as li‹le 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
42
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co¨idor marked with “Stairs” signs. In the distance, a fire


is raging. That can’t be gd. The sprinklers aren’t working,
Fling Flr 8
but the Infected certainly are; baŠer any that charge your 1F
location, and use the (inactive) elevator bank as cover if you
nd to heal.

TIP
Have you bŠn spat on, thro‹led, or otherwise manhandled
by a Special Infected? Sometimes it is be‹er to retreat
slightly and wait for Spi‹er vomit to diipate, and then
split your team into pairs that watch each other’s backs for
any of the most specialized ambushes.

Ledge Walk 1G Gingerly move


1E
along the ledge,
taºing any
charging Infected
from a distance.
Then check the
second rm
(the first rm
that isn’t on fire),
before smashing
the window (picture 1), jumping inside, and moving up against
the wa so you’re not pushed out and o„ the ledge. Rake the
a›embled Infected in this chamber before moving directly
through the dr o osite and back into the main co¨idor,
Head toward the fire in the main co¨idor and then make neatly avoiding the fire. Race along past the remaining
a right at the vending machines. Go into the storage rm rms, which you can optionay ransack (with teaœates
marked “Housekping.” Although you can sprint through backing you up and providing covering fire), and then open
the fire, the damage you take usuay isn’t worth the time the dr marked “Stairs A°e›” (picture 2). Deal with any
you save. Instead, cu foes in the housekping rm, then Infected threats before descending.
smash open the window and drop down onto the precarious
ledge. Unlike the balconies outside the previous hotel rms, E ECTIVE
here the drop is shr; it only takes a Charger to waop you
into a death pluœet. Avoid this by huºing the left interior
INFECTED
wa and windows and avoiding the rm that’s on fire; it’s
the first one you pa›. Check to make sure there’s no Special
Infected first.

TIP
SŠ those Infected burning meŸily in the first rŒm? Leave
them to coapse on their own; they die and don’t a‹ack
you. They just stumble about for 30 seconds or so before
kŠling over. But don’t enter the burning rŒm 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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Area 2: VaŽah Hotel Fl“r 7


Hotel: Area 2

Stairwe Slaughter 2A

2A 2B

2C

3A
Shut the stairwe dr behind you to 2D
prevent rear aŠacks and, with some of your
team at the top of the stairs aiming down at
the Infected you’re cuŠing 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.

2B: Long-Range Targets 2C or Rm 711:


2B Step into the
main co¨idor
The Longer Route
of flr 7 once
there are no
more threats
on the stairs.
The co¨idor
stretches o„
in front of you,
aowing a couple
of your team to step in and hug either wa, while the others
stay at the dr. At this point, and a›uming you have
Pistols, you can begin a long-range, headshot-based cuing
of any foes you can s. Don’t step t far forward or you
pa› in front of Rm 711 (2B). You may aŠract aŸitional
aŠackers. Deal with those in the co¨idor first. Now sprint
down to Location 2C, or take the longer route.

TIP
Prima Official Game Guide

If you aren’t utilizing your Belt Items, such as the Molotov


Cocktails, Bile Bombs, or Pipe Bombs, try them out, ideay
in the main coŸidor when you’re about to be oveŸun, and
with fair warning to the rest of your team!

This length of co¨idor, from Locations 2B to 2C, comprises


44 four rms: 711, 710, 709, and 708. Just like your romp through
Flr 8, you can tear into any of these hotel rms (picture
The Basics survivors and infected Weapons and equipment Campaign Surviving and Scavenging achievements/appendix extras
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1) and face more 2C


enemies, but have E ECTIVE
more locations to INFECTED
coect aŸitional
items. The
biºest di„erence
this time, is that
rms 710 and
708 are burning
fiercely, and
opening the drs from the co¨idor or entering via the ledge
windows risks the fire spreading. It is wise to leave these
closed (especiay 708) and head back into the main co¨idor,
or use the precarious ledge (picture 2) to reach the house-
kping rm window, which can be broken. You can return to
the main co¨idor (picture 3) using this route.
Naturay, SpiŠers can vomit acid into the co¨idor (as
shown) while other Special Infected aŠack from behind;
TIP boxing in Survivors is an exceent and easy tactic.
You can elect to split up your team, with two on the main Bmers can spit, t, but because most of the team are
coŸidor providing cro and suort fire and lŒking out armed with Mel Weapons, the suœoned Horde isn’t as
for Special Infected, while the others search from rŒm to e„ective as these Mel-wielding maniacs and are easily
cut down by this threat.
rŒm. This way you won’t get under each other’s fŠt.

Suitcase Ba¨icades
and Elevator
2D

The corner of the co¨idor ends in a chaotic junction where


Infected have ama›ed in a lounge area complete with
scaŠered furniture and piles of luºage from past hold-outs.
Move so you’re near the junction and, as a quartet, tackle the
Infected as they swarm at you. As the na¨ow co¨idor o„ers
more protection than rushing into the lounge (where you can
be su¨ounded), fu—el the foes into the co¨idor so they are
easily cut down. You can even elect a “fresh meat” teaœate
to jog around the corner or open the adjacent rm to the
right (the other main co¨idor is blocked by fire) and then
coax more enemies back to the rest of the team. Once the
area is secured (or even if it isn’t; you can sprint around
the corner to the left and into the waiting elevator), you can
ignore hotel fire rules and descend to the lo½y.

NOTE
There’s a storage rŒm and a hotel rŒm 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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Area 3: VaŽah Hotel Lo¥y


Hotel: Area 3 a Primary Weapon. Fortunately, you nd not wo¨y about
most of the Horde. Any Infected that have caught fire simply
staºer and eventuay coapse, so concentrate on finding a
3A
Primary Weapon on the flr and then stumble your way into
3C the rm marked “Security” on the right side of the co¨idor.
3B Wipe out any foes in this rm, then gather a second weapon.
3D
On your way into the relative safety of this rm (which isn’t
on fire), the only Infected to concern yourself with are Special
Infected and the CEDA Agents (who are iœune to fire).

3E
3F TIP
Finish
At this point, two of your team should have Primary
Weapons, while the others are using Pistols or MelŠ
Weapons. There wi sŒn be enough Primary Weapons to
go around, but chŒse 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 teaœate who
dashes into the inferno with covering fire. Lo½y Inferno
Fire-Fied Co¨idor 3D

3B
Prima Official Game Guide

As visibility continues to diminish, dash into the lo½y which


is a ma› of writhing and blazing Infected, and burning
It is shr mayhem in the main Lo½y co¨idor, as a Horde of furniture and luºage (picture 1). Have one of your team
Infected aŠacks. The te¨or is further exacerbated by the remove a Infected threats with the use of a Bile Bomb or
fact the entire flr is on fire, and you’re scrambling for Pipe Bomb, and exit this chamber as quickly as po›ible.

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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).

Flight through the Forecourt


3F Step out of the
flaming lo½y
and check the
co—ecting rm In the haze of the burning hotel, this is a perfect place
for items. Now for a Jockey (shown) to leap on a Survivor straºler,
make a final and pu them into the many fires. SpiŠing acid into the
dash acro› gap betwn the fire is another exceent trick, ensuring
the forecourt, that your Survivor foes are wounded no maŠer where
which features they tread. Waylaying Survivors in the burning rms
le› fire and increases their anxiety, as the reception foyer and Safe
enemies, although your movement is inte¨upted as flaming Rm are an easy sprint for them to reach.
corpses rain down through the gla› rf from the flrs
above. Ignore these already-dead undead, check the alcove
on the left for equipment, and then race for the Safe Rm
iœediately. If you’re being overwhelmed at this point, use
the Safe Rm as cover and blast away (optionay using
Primary Weapons you find in the Safe Rm) as Survivor
straºlers make their way to safety.

Streets
The Road to Ruin: Str£ts Overview
You haven’t quite escaped the Va—ah Hotel yet. Sti to traverse are an entrance area where CEDA aŠempted 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 craœed 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 pa›age
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 maŠer of cro›ing the corpse piles in the ma parking lot. Sti, it’s a lovely day….

+ You have aŸitional 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 pla—ing, your cola coecting and
them instead of hoarding them, or risk being other tasks can become impo›ible. Chse who
ove¨un. does what!
+ There are locations (4G, 5A, and 6A) that ca—ot 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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Area 4: CEDA Quarantine and Overpaš

Streets: Area 4
Start

4A

4D

4B
4C
4E

4H 4G

4F

A.I. DIRECTOR’S CUT


Vehicles parked in the ma parking lot may be alarmed, so
lk for warning information and avoid them a°ordingly.

Your First Safe Rm Va—ah Hotel Entrance


Start Your entire When your team
team should is ready, bolt
be completely out of the dr
tled up for the into the Va—ah
baŠles to come, courtyard, which
and from this was set up as a
point on, you treatment center
should never be by CEDA. It now
sking out a houses only the
Primary Weapon: looping undead.
The table and counter inside this Safe Rm contains 4A Cut down the
enough ordnance for your entire team. Figure out who favors foes tearing
short- and long-range combat and arm everyone a ro- through the
priately. Heal up if you have a First Aid Kit already, then grab police ba¨icades
another; there are four in here. Next, stand at the exit dr (picture 1) and
and aŠract the Infected’s aŠention in the courtyard outside.
Prima Official Game Guide

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
aŠacked from ahead and the right (picture 2). Move to the
Caution top of the sloping ground with your team checking di„erent
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
kŠp moving!
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CEDA Evac Overpa› a couple of


items (including
4B Mel Weapons)
to grab. When
there’s only the
four of you left,
take a second
or two to heal
up, then take
up a defensive
posture at the lower exit dr. Once you open it, the
aeyway beyond could either be empty or fied with foes
and a Special Infected (picture 2). If the laŠer o°urs,
stay indrs, lob Bile Bombs, Pipe Bombs or Molotovs to
soften up your foes, and use the drway as protection.
Scramble out into the aey when most of the foes have bn
4C Quickly check
dispersed or dispatched.
the CEDA tents
and the back Under the Overpa›
of the truck for
4E Step into the
items (which
aey ru—ing
randomly
under the
a ear) before
overpa› and
heading down
ignore the van
the overpa›
uphi. Turn
toward Location
your aŠention
4C (picture 2), where a cop car and blockade forces you to
to any lurking
enter the dr near the two air-conditioning units clamped to
Special Infected
the wa and move into Location 4D. However, en route there
(especiay
are plenty of o ortunities to receive a ma› of Infected.
Smokers) above you, and then dash into the tu—el with the
Avoid being overwhelmed by checking the was on either
pickup truck. Scramble aboard if you nd another obstacle
side of the overpa› you’re on for incoming foes. If a ma›
for the Infected to climb on before they can reach you. From
aŠack o°urs (picture 1), this is one of the first times where
here, you can move toward the parked car and vegetation at
you have a wide area to maneuver in. Its width aows you
the far end of the tu—el.
to strafe around foes, backpedal, stand on the cop cars to
waylay the Infected, or hop into the back of the white truck
so foes can only aŠack you from one direction. Learn these
Gra›y Verge U-Turn
4F
simple tactics and a ly them throughout your campaigns.

Maintenance Stairwe
4D

Expect heavy
resistance as
you step out of
the tu—el, move
Although it may sm like a tight squze, there are tactical past a parked
benefits to quickly a°e›ing 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 gra›y
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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should be making your way to a refuse container (4G) as


quickly as po›ible, you should be able to navigate through
Concrete
the undergrowth fairly easily. You can elongate your search Maintenance Building
to the far end of the verge (picture 2), and then cro› to the 4H
white truck: Both of these areas have aŸitional items to
grab and the truck can be boarded and used as a “last stand”
defensive location if the nd arises.

Rampage at the Refuse Container


4G Pa› the cop
car, ru—ing
along Interstate
16 until you
reach the tu—el.
Don’t waste
time ruœaging
around on the
ground (unle› This building is dark and usuay fied with Infected that
you spot an haven’t sn you yet; make sure at least half your team cut
item). Iœediately climb the yeow laŸer aŠached to the through these foes with Mel Weapons as you move to the
refuse container two Survivors at a time (with the others Weapons Cache atop the stairs. Don’t get preo°upied by
guarding behind you). Stand atop the container and rain gra½ing the latest in weaponry; there’s an open drway
down death on the Infected on the left side of the Interstate. on your left where the Infected can storm in from, including
With one teaœate checking for foes storming you from Special Infected like the Bmer. Deal with these threats
behind, have the others spread out along the container and before they scramble inside this building. Take it in turns
bombard the enemy with fire. When most of the threats are to guard this dr and the stairs you came from, while the
abated, simply drop down and run acro› to the concrete others tl up for Area 5.
maintenance building.

E ECTIVE
INFECTED

For the first time, Special Infected have a real height advantage over the Survivors, and can aŠempt to trap foes
from above, which is especiay po›ible 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 aŠack 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 aŠention 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. SpiŠing in enclosed areas is another fine plan, as is
Prima Official Game Guide

waiting for a ma› or Horde of Coœon Infected to strike and then launching your aŸitional violence.

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Area 5: Walkway to Whitaker’s Weapons


Streets: Area 5 Carnage Near and Far
5A

5A

5B
5C Combat is likely to be heavy at this juncture. The available
aœunition 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 Coœon
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 ažoyance. 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 liŠle easier. Note
that the overpa› (5D) you’re about to cro› can be sn in
this picture.

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Up to the Overpa› Guns Galore


5C Head up the stairs, 5F
around, and into
the darkened
alcove, watching
for po›ible
disgusting criŠers
(picture 1) that
might be waiting
to ambush you.
Spend t long
5D here (including
opening the dr
under the stairs
to check a sma
rm for items) Once inside Whitaker’s, you’re grted with more high-
and you risk velocity firepower and aœunition than you can hope
being ove¨un to ca¨y. However, you have a choice of every weapon
from the road. available. Agr on who’s gra½ing long-range (scoped)
Make sure you weapons, and who prefers shotguns and a›ault rifles. But
have teaœates first, close the dr behind you if you didn’t deal with a
watching behind as we as above you when you ascend the the Infected outside. Now that you’re safely in the gun store,
flights of steps up to the overpa› (picture 2). This na¨ow iœediately plan your exact maneuvers through Area 6 while
walkway is a prime spot for a Charger ambush, especiay from you’re healing and augmenting your weapons with a Laser
behind, so encourage your team to check a directions as you Sight.
cro›. If you’re set upon by other Infected as you cro›, it is a
straightforward maŠer to blast them because they have nowhere
to dodge. Just make sure one of you sticks left, and the other
NOTE
right, so enough of your team can fire at once, through the gaps. Laser Sights make aiming easier and more aurate; make
sure every team member fits this. Throughout the rest of the
campaigns, this augmentation aears randomly.
TIP
Have you bŠn tasked with watching your teašates’ E ECTIVE
backs? Then learn the fine art of backpedaling—moving in INFECTED
reverse with the same agility as if you were moving forward.
If you can learn the layout of these strŠts both forward
and backward, it helps the team išensely!

Whitaker’s Gun Shop Exterior


5E

The initial strt area, where the Survivors a ear from


the second maintenance building (5A; as shown), is a
great place to perform any number of violent dds.
The na¨ow ledge is a real problem for your foes to
Prima Official Game Guide

overcome. Sticking to dark corners of the strts, moving


with the Infected so you blend in with a pack of foes, and
At the far end of the walkway, you spy an American flag and what foowing straºlers to tackle them when they stray from
could be the next best thing to a helicopter evacuation: a store the herd are a viable strategic options. Cough spiŠle as
briœing with weaponry! Don’t lose focus though. Move down the a Bmer or SpiŠer as your foes round a corner, and try
steps (with a couple of teaœates checking the walkway behind aŠacks from multiple directions to misdirect and confuse.
you and o„ering ranged shots through the wire fence atop the The biºest a›et is the overpa› itself; this long straight
stairs). Then move out into the fenced-in courtyard, where you can bridge is perfect for a Charger aŠack. Also try and snag a
test out your favorite Mel Weapon with vigor. Other plans lone Survivor just as the others enter the gun store.
include shting Infected as they climb the mesh fences while
you shu„le into the gun store.
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Area 6: Maul near Liberty Ma¢


Streets: Area 6

A.I. DIRECTOR’S CUT


Vehicles parked throughout this
area may be alarmed, so lk for
warning information and avoid
them a°ordingly. 6F
6G
Paging Mr. Whitaker 6D
6A

6E
6A

6C

6B
6H

The reinforced dr at the rear of the gun


store won’t open. However, the intercom
to the right of the dr is a°e›ible. It
aows you to converse with the shop’s
owner, who’s holed up on the rf with
more aœunition and weaponry than a sma Finish
army. In his haste, however, he’s forgoŠen
to grab some sugary cola to kp him up
and peaking. It fas to your team to locate the sustenance.
Deliver the colas (located in the Save 4 Le› store) to
Just for the Taste of It: Part 2
Whitaker (via the hatch on the dr at Location 6E). In return However, as 6C
he’ clear your route into Liberty Ma (near 6F). It’s time to sn as the dr
plan this sho ing excursion properly! opens, a store
alarm sounds.
This alerts the
NOTE Infected Horde,
There are both cužing and haple ways to retrieve and dozens
Whitaker’s cola. The foowing is the optimal plan. of charging
Coœon
Just for the Taste of It: Part 1 Infected storm
the premises. This can prove to be a hideous problem if you
6B Positioning haven’t positioned your team properly:
your team and
electing the cola One or two of your team should stay at Location 6B,
retriever is of perhaps standing and strafing along the hedge betwn
paramount initial the u er and lower parking lots. This height advantage
importance. can prove critical, and aows you to siphon o„ some of
Everyone should the horde from the rest of the team. Just try not to get
exit the gun overwhelmed!
store, while the Two or thr of your team should open the store dr,
person charged raising the alarm. One or two of the team should remain at
with delivering the cola making a mental note of location 6E. the entrance, as this is the primary location to which the
To quicken progre›, the entire team should then move along swarm of Infected runs. You can hold this area relatively
the boarded-up apartment balcony to the location shown in easy, with cro› fire from your friend on the hedge. A Pipe
the picture. This shortcut aows you to reach the dr to the Bomb (as shown) is an incredibly helpful a›et, as is any
Save 4 Le› store instantly. other Belt Item.

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Just for the Taste of It: Part 3 Whitaker’s Tanker Takedown


6D While your Yhaw! 6F
teaœates Whitaker lives
fend o„ the up to his part
Infected outside, of the bargain.
preventing them He launches a
from reaching rocket at the
the store interior, parked gasoline
one of the team tanker that’s
should move blocking the
quickly through route into the
Save 4 Le› and grab the cola from the far end of the store parking lot of Liberty Ma. While the teaœate who delivered
(6D). Warning! You ca—ot use weapons of any kind when the cola runs along the hedgerow to rejoin the team, the rest
you’re ca¨ying the cola, but you can push Infected away of you should heal up, and watch the detonation. Don’t get
with the cola. If your friends are doing their jobs, you should t complacent, though; expect more rushing Infected at any
be able to return to Location 6C, drop the cola, and finish o„ time!
the Horde.
Prowling the Parking Lot
Just for the Taste of It: Part 4 6G Step over the
6E smoking ru½le
that was once
the ma wa
near the tanker
remains. Move
to the gap in the
hedge, which is
your entrance to
the Liberty Ma
parking lot. There is likely to be a gaºle of Infected near
some tents. Tag them as a team, or for a ma› defeat, lob
in a Molotov (or other Belt Item) so you whiŠle down foes
quickly and e„ectively. Then step through, past the sign, and
move toward the CEDA tents.
When the Horde is a but dispersed, the cola ca¨ier should
run toward Location 6B, not via Location 6F (around both
parking lots, which wastes time), but to the wa below
Location 6B. There the teaœate should throw the cola to
the teaœate who was strafing along the hedge, or who
has already retreated to this point. Once the cola is caught,
bring it around the balcony to the hatch dr (as shown).
Operation “thirst quencher” is a complete su°e›!

NOTE
The other way to a‹empt this is to wander aimlely around
the parking lots with li‹le sense of purpose. Eventuay you
can achieve this goal by graing the cola, moving forward
until you’re a‹acked, drop the cola and punish the enemies,
and then pick the cola up again. But your Health takes a
ba‹ering and you risk a«itional a‹acks.
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Final Stand at the CEDA Evac E ECTIVE


INFECTED

6H

The remainder of your trek to Liberty Ma is fraught with


danger, as Special Infected try a last-ditch e„ort to waylay
you, and you usuay have a host of Coœon Infected to
fend o„, t. Certain situations ca for di„erent measures.
For example, it is usuay a sound plan for a couple of your
team to clear out a CEDA tent before blasting or swiping
away at the entrance, creating exceent cro›-fire o ortu-
nities (picture 1). However, further along the parking lot, stay
away from the parked cars because brushing up against one
(and definitely shting or standing on it) starts the car’s
alarm and triºers a Horde aŠack. Of course, if the alarm is
raised, you can stand on the cars so the Infected take extra
moments to reach you.
It ca—ot be overstated: Even a slight delay during the
Expect Special Infected, such as the Charger (picture 2), Survivors’ aŠempt to bring the cola back from the store
to aŠempt to cri le one or more of your team. Checking a increases the number of Coœon Infected that a ear.
directions as you graduay push forward is a sound plan, or If your foes split up, a Hunter, Smoker, Jockey (picture
simply race toward the ma, bolting into the Safe Rm and 1), or Charger rampaging through the Save 4 Le› store
blasting from the entrance until a your team are through helps you kp the cola where you want it—we away
the dr and inside. The Safe Rm is easy to spot. It’s from Whitaker! Concentrate on the cola, hiding inside the
the entrance betwn the two piles of corpses. Welcome to store. But also aŠack with the Horde, waŸling in certain
Liberty Ma! Special Infected (picture 2) to cause a diversion.
When the Survivors are near the ma, pre› the aŠack
as often as po›ible, using the side and rear of the CEDA
tents or vehicles as hiding places (if you’re aŠacking
from the sides or rear as a Smoker, for example). Charge
in from behind (picture 3) and try string or pushing
your foes into a parked car so the alarm rings and
aŸitional Infected a¨ive.

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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 tu—el
(depending on the A.I. Director) and pits you against the Horde as you aŠempt 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 shuŠered gates you can’t a°e›.
but not t quickly. - If you move t far ahead or behind your team,
+ ScaŠered items are more numerous than you think expect a savaging. “Stay together and live” is a
and the balconies o„er exceent Belt Item combat mantra to repeat.
o ortunities. - Special Infected love to leap or la›o 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.

Area 7: Ka©el’s and Miªle Me«anine


First Floor Second Floor
Start

7A

7B

7D

7C 7F 7C
7E
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Ka el’s Fashions large, low display


table in front of
7C

Start Your Safe Rm the escalator.


is a co—ecting Ignore the dark
rm to the cu½yholes and
menswear corners unle›
department you’re desperate
of Ka el’s to check for
Fashions, but items, and instead
there’s no time remain at the
to browse. You’ base of the escalators in the event of a ma› aŠack because
usuay have there’s more rm to maneuver.
7A Infected baŠering
Climb the escalator to the second flr of Ka el’s Fashions
the exit dr.
(picture 2), but be aware that you’re particularly prone to
Clean them away
enemy (and specificay, Special Infected) aŠacks due to the
from the bars
na¨ow steps you’re ascending. Avoid becoming heœed in by
before opening,
heading up both sides of the escalator and the miŸle sloping
and (depending
section, t, so you can avoid as many aŠacks as po›ible.
on the number
Head up the escalator as a group, as you should expect
of foes) you
considerable resistance on the next flr, where it’ take more
can watch them
than one or two Survivors to defeat the frenzied undead.
tumble into the
Safe Rm (picture 1) and then slay them from di„erent angles,
or tag them with quick bursts to the head as you step out of the Caution
Safe Rm and turn right. Move along to the right (picture 2),
LŒk out, but also lŒk up! Special Infected can easily drop,
with one of your team checking the darkne› behind you while
leap, pounce, or wrap their tongue around you from an
others concentrate on foes ahead and to the left of you.
uer flŒr, and this is both distracting and dangerous for
you and your team. Elect a team member whose job is to
TIP also pŠr upward for foes.
The action reay heats up inside the confines of this ma.
Be extremely careful you don’t startle Witches, and take a
Checking Out of Ka el’s
7D
methodical but active plan in pushing forward, moving up
and down betwŠn flŒrs. This is definitely the toughest
stage of Dead Center.

Caution
Not a of the mesh fences are safe because some don’t go
a the way up to the ceiling, which aows Infected to climb
over them. So shŒt anything that moves, even if it’s on the
other side of the mesh fences.

The Action Escalates


7B
7E The relentle›
mayhem
continues on
the second flr
of Ka el’s,
so stake out
a specific
portion of the
department
store, clear it of
the shambling Infected, and then move on to a subsequent
section of the store. There are dark areas on each side of
the escalator where you may find more waiting foes who
Move around this department store flr, staying reasonably aŠack you from behind if you don’t deal with them now. Your
close together, as the darkne› and scaŠered shelving, piars, plan is to slowly walk to the half-open security gate (picture
and was provide a wealth of enemy ambush points. It is 2) where a ma› of bodies is lying, some of which
important to push through this scenery (picture 1) toward the 57
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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 o„ers reasonably gd protection as The sŒner you realize you have no way of securing an area
Infected have limited maneuverability through the gaps. (as a«itional Infected always eventuay 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 sŒn spes dŒm!
meÂanine has
balconies on E ECTIVE
each side and a INFECTED
central escalator.
When you
reach the top
(7F), descend
as quickly as
po›ible 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 aŸitional time in this meÂanine if
you’re searching for items. If you have ma›es of Infected
aŠacking 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
pluœet after a su°e›ful Jockey strike (as shown). AŠack
NOTE from the flr above, including balconies that are ina°e›ible
You can lŒk at the ma map at this point, although a to humans. Spit on na¨ow areas, such as escalators, and
be‹er plan for formulating a route is to check the fu-color swarm escalators, as they are the most di„icult area for
schematics aropriated for this guide! Survivors to secure properly. Team up to ensure an enemy is
defeated, and aŠack any Survivor who is confused, away from
the pack, or wounded. Pray on the weak!

Area 8: Me«anine Mayhem

Second Floor

8C
8C

8E 8D

8F
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8G

8A

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Frenzy at the Fd Court

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 Coœon and
Special Infected,
paying particular
aŠention to foes
that can strangle
or ride you to a
drop, and those
8B It can be a bit that are di„icult to ki. This is a po›ible location for a Belt
of a me› at the Item; lo½ing in a Pipe Bomb to preo°upy the gaºle of
boŠom 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!
aŠacking from
above (or down
the escalators). Caution
So move into This is a key place where Special Infected a‹empt 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 scaŠered chairs that usuay holds an item or two. step over the dŒr ramp and into the maintenance coŸidor,
Push onward past the planters, cro›ing a wide section of you cažot 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 coŸidors in this area, where
maes of Infected usuay charge in from. These coŸidors
can be searched. They yield minor items, but aren’t usuay
worth inspecting.

No Rm for E¨or


8E

The maintenance co¨idor eventuay aows a°e› through


a dr on your left, which leads into a storage rm with
aœunition and a First Aid Station. Don’t simply ruœage around
here without e„ectively guarding this chamber, as the Infected
have a nasty habit of charging in from the entrance and exit to
this rm (picture 1). Place one teaœate at the entrance dr,
closing it so the Infected take more time geŠing into the rm.

8F A second (and po›ibly third) teaœate should close the exit


dr, so the slo½ering foes inside the Just for Kidz store don’t
sandwich you. Rearm and grab the items and Health you nd,
guarding the drs in turns, and then burst through into the toy
store (Location 9A). Alternately, you can enter into a service
tu—el on the boŠom flr, depending on the A.I. Director.

E ECTIVE
INFECTED
AŠacks 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 progre›ion, and
way up to the are made a the
third flr, and more su°e›ful
despite the if you step back
fact you can from the balcony.
fu—el Infected down these co¨idors to easily dispatch AŠack 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 puœel you to thoroughly
easily, forcing your team to backpedal or throw a Molotov on confuse and demoralize your foes. Pay particular aŠention
Prima Official Game Guide

the beast. to the ramped drway into the maintenance co¨idor, as


Survivors can’t backtrack after moving over this location
Don’t bunch up and check the first storage rm on your
(8D). Grab the last Survivor before they leave the area and
right, with someone guarding the dr armed with a Mel
ki them. However, save your real wrath for the co¨idors
Weapon (picture 1) while any items are scavenged. Then
themselves (8E and 8F): Rampage in with Chargers (picture
watch for other intrusions, such as Chargers and SpiŠers,
2), ambush around corners, hide in dead ends and
which can be a real pain. Move to the T-junction at the end
restrms, only to chase and devour!
of the first co¨idor. There are a blocked stairwe and minor
items on your right and restrms plus another two storage
rms on your left.

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Area 9: To the Security and Safe R“ms

A.I. DIRECTOR’S CUT


The Director has the ability to change the flr that
9A
you a ear on as you progre› past location 9A.
Sometimes you a ear inside a service tu—el on the 9B
first flr and sometimes you a ear inside the Just
for Kidz store on the second flr. This means the 9C
distance to the security rm is one flr shorter if
you step into the Just for Kidz store; plan your route
to the security rm a°ordingly. The foowing infor-
mation has advice for ascending from either flr.
Second Floor

9B

9I 9I

9H

9F
9G

9A

First Floor 9C

9B Third Floor
9D

9J

9I 9I

Finish

9E

9F

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Window Pain or Tu—el Trouble Don’t Be Alarmed


9D
9A* Time to take a
(albeit shaow)
breather: You
should have
gra½ed the
Health and items,
loaded up your
weapons, and
slaughtered
*Second FlŒr any Infected
9B* inside either the
Just for Kidz
store, or the
Service Tu—el
9E By now, you
(depending on
should have
which flr you
shot yourself
a eared on).
with Adrenaline,
There are two
making the sprint
methods of
a the more
*Second FlŒr ascension:
spdy. Once on
9C Tu—els the third flr
(First Flr): at the top of
Quickly exit the the escalator,
service tu—el, turn left. Iœediately run along the meÂanine and acro›
and before the towards the bridge (picture 1); you’re likely to be slicing or
Infected swarm shting through a ma› of Infected. Where are your team?!
(now the alarm They should be providing su orting fire, while the second
is sounding), ru—er takes the other route around from 9C to 9E (as shown
be sure your on the guide map) if the situation becomes problematic.
teaœates are Solve these problems by having a teaœate throw a Pipe
backing you up. Turn right, moving quickly to the escalator (1F Bomb or Bile Bomb up onto the third flr to preo°upy the
9B) you can s. This leads up to the Second Flr; usuay it Horde.
is beŠer to spin 180 degrs around and step left onto a long
Sprint along the meÂanine past the Liberty Ma sign
balcony. Dash forwards to the diagonal bridge and cro› it to
and planter, and lk for the open dr betwn the two
the second escalator (9C). The alternate paths now merge.
planters. The security rm isn’t likely to be empty (picture
Just For Kidz (Second Flr): If you’ve bn cu—ing, you’ 4), but a rampage with a Katana or Cricket Bat, a Pipe Bomb,
have sliced and diced any Infected inside the store so you or self-sacrifice are a po›ible plans to try. Head to the
didn’t damage the store’s windows (picture 1), as that is when alarm switch on the left wa and pre› it. This stops the
the alarm sounds. When there’s no more foes to face, heal Horde, but you’re sti likely to receive further Infected from
up, and move so your entire team is at the window, and only the exit dr; prepare yourself for that, t!
then smash it, giving you the most time before this section
of Ma meÂanine is swarming with Infected. Although the
icon showing you where the alarm is located is to your A.I. DIRECTOR’S CUT
right, the escalator is on your left. Cut down any Infected Remember which flr you are on! If you step into a
(2F 9B; picture 2) and move around the gla› balcony to the toy store, you’re inside Just For Kidz on the second
escalator (9C) and ascend it without delay (picture 3). flr. If you move into a service co¨idor tu—el,
you’re on the first flr, and have an aŸitional
escalator to find during your ascent!
TIP
Prima Official Game Guide

No ma‹er which route you take, quickly figure out the foowing:
One person whose primary job is to sprint to the security rŒm to
switch the alarm o . A MelŠ Weapon and Adrenaline is advisable. Caution
A second person to sprint along with the ružer, and fend o a‹acks Self-sacrifice isn’t wise, but it’s preferable compared to
directed at the ružer, taking the place of the ružer if they fa. A racing a the way up to the third flŒr and being steps from
close-aault or MelŠ Weapon and Adrenaline is advisable. the alarm switch and trying to fight a Horde of Infected
Remaining teašates to back the two initial ružers by providing while having low Health and eventuay 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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Stairway to He Flr 3 Finish


9F Backup should 9J
have a¨ived, and
if you’re pla—ing
for every
contingency,
a second
teaœate should
have backed you
up a the way
to the switch.
Close the dr behind you, then check the rm for items,
gra½ing what you nd. Step out through the exit drway,
turning left and moving toward the stairway leading down.
Just because you’ve switched o„ the alarm, don’t expect any
le› of a threat; a SpiŠer can cause havoc at this juncture. Make a 180-degr left turn at the top of the escalator, as
Close the exit dr behind you so you aren’t swarmed from the Safe Rm is under construction and the only route
behind. Cut down foes as you descend the steps. is around the balcony. This can be extremely precarious if
you’re aŠacked by a Jockey. Expect heavy Special Infected
Flr 2 Fracas resistance, as this is the last o ortunity they have to strike
your team and any straºlers. As there are thr flrs of
9G Exit into a
meÂanine to navigate, simply sprinting to the Safe Rm
long co¨idor,
isn’t advised; instead, make sure you help every teaœate to
checking for
safety; move only as quickly as your slowest friend.
enemies in
both directions
before heading E ECTIVE
right, down to INFECTED
an unfinished When
remodeed the alarm
store, complete sounds and
9H with items and the Horde
slo½ering strikes, the
entities to rip Survivors
apart (picture have one
1). Methodicay location to
drop foes as head to. You
you work your can elect to
way to the ma halt them
entrance ahead en route,
(picture 2), or ambush
9I where another them on the
rush of foes is third flr
expected. Lay before the
down a blanket shutdown
of fire with a o°urs.
Molotov, or use During the
another Belt rush to the
Item if you wish, security rm, your foes are likely to be spread apart,
then spread out which makes them easier for Infected to pick o„.
slightly as you However, you may elect to let the Horde claw at the
move betwn the tents and into a meÂanine you haven’t Survivors, so that when they a¨ive at the security rm
visited yet. (9E) in a weakened state, you can unleash a fu aŠack
Now that you’re in a meÂanine, you nd to be extremely using tactics already implemented in the ma, such as
careful of foes dro ing in una—ounced (picture 3). The coating the flr with acid at the stairs (picture 1), and
optimal path is to ignore the second flr section entirely, using the na¨ow co¨idors to your advantage. When
and bound up the escalator (9I) at once. However, you can the thr-story meÂanine is reached (picture 2), aŠack
investigate the lower flr of this area, using the escalator or from low and high simultaneously, and learn the distance
the laŸer on the hydraulic lift (also Location 9I) to escape you can charge, move, or leap. Also, set up a Charger
the Infected in the glmy ground flr. or other adversary on the last balcony before the Safe
Rm as a final insult.

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Atrium
Gra¥ing Gi¥s’s Gasoline: Atrium Overview
Jiœy 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 scaŠered 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!

+ This can be straightforward if you


First Floor work together. Learn that you can
push foes away while ca¨ying Fuel
Cans.
+ Teamwork is rewarded; throw Fuel
Cans down to teaœates so that
fiing up is faster and far Fuel Cans
can be gra½ed quickly.
+ The Information kiosk has a ma›
of weapons and items; don’t
overlk the kiosk when you’re
10C rushing for your next Fuel Can.
- Some Fuel Cans are far away, and
Finish
the Infected a ear from closets
after each refi; chse your Fuel
Can wisely!
- In Versus mode, SpiŠers can ruin
your “stockpile” plan, so shelve
this idea for Campaign, Realism,
and Single Play.
- Special Infected can be a ho¨ific
nuisance and Coœon Infected are
Second & ThirD numerous. This is about fueling,
Floors not fighting.

10C
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10B

Start

10A

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Area 10: Fi¢ing Up the Blue 22


Entering the Atrium Eis’s Excitement
10A 10C

10B Step into the elevator and ride it down to the ground flr
while Eis explains the prowe› that is (or more likely, was)
Jiœy Gi½s Jr. As you descend, check out the car through
the gla›; you’re about to aŠempt 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
aŠacks as each Fuel Can is gra½ed.

NOTE
As you reach the ground flŒr, a total of how many
sueful gas can pours, and the total nŠded, aears on
your scrŠn (as shown). However, the total number depend
After reading the gra„iti and confirming your predicament, on how many human players are with you: Expect to find
spend a few moments congratulating each other on making betwŠn 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
aœunition. 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 Jiœy 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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1: A Can-Do AŠitude 2: Airborne at Altitude

It is wise to have two pairs of your team, or everyone en Unle› you’re playing in Versus mode, where SpiŠers have
ma›e 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 e„icient 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 aŠacking). The rest of your team is responsible car with intermiŠent 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 teaœate
Or, you can a rampage toward the same area, such as moves to the Blue 22 and fis the tank iœediately.
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 teaœates, which usuay
TIP o°urs if your friends are novices, a—oying, 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 bu‹on to pour; it is also TIP
usuay be‹er to shrug o minor damage and fi the tank This atrium also aears in Survival and Scavenge gameplay
than to stop and fend o a‹ackers 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 Spi‹ers can ignite Fuel Cans 3: A Shortcut Above the Rest
(in Versus and Scavenge modes) with their spi‹le (but not Study the guide
Cans waiting to be picked up). However, Fuel Cans eventuay 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›
Prima Official Game Guide

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 Pla—ing 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

If you’re playing with computer-controed Survivors, you’re the


lead in Fuel Can gathering, so don’t expect t much tactical help
(this is o„set by having fewer Fuel Cans to coect). It’s usuay
beŠer to grab Fuel Cans on the ground flr, pushing foes back
(as shown), ignoring teaœates that nd to be helped up (the
other computer players do this job), and then heading upstairs to
grab more Cans.
Throwing Cans down isn’t as helpful because you nd to
retrace your steps to pick them up again instead of handing
them down to a friend, but it’s sti advantageous compared
to baŠling enemies while ca¨ying one. Use the shortcuts and
shrug o„ a few foes; only resort to violence when you can
dodge or Mel your way through the Infected.

TIP
Don’t forget to tŒl up with weapons, items, and First Aid
at the information kiosk. You can drop onto the kiosk rŒf,
tŒ; a sniper can wreak havoc from here if he isn’t tangled
Your final aŠempts to thwart the Survivors’ progre› should
up by a Smoker.
involve a clear plan of aŠack. Learn where the larger
concentrations of Cans are and lie in wait for foes to reach
TIP them. The SpiŠer (picture 1) is a favored foe to utilize here.
After a Survivor picks up a Can, the SpiŠer 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 pŠl 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 la›oing foes
be‹er to kŠp 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 li‹le pušeling. 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
nece›ary!

NOTE
Oh God, did I just get a‹acked by a zombie wearing a blue
racing uniform? That couldn’t be the remains of Jišy
Gis Jr., could it?

When the prerequisite number of Fuel Cans have bn used


to fi up the tank of the Blue 22, your entire team nds to
converge on the vehicle. Retreat from any combat into the
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Campaign Overview
Stage 1: Highway Stage 4: Barns
Tra„ic chaos turns You emerge into
into overpa› more barker huts,
bldleŠing 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.

Stage 2: Fairground Stage 5: Concert


There’s none of the The Midnight Riders
usual fun of the fair may have canceed
waiting for you here: this gig a while ago,
The barker huts are but their awesome
closed but the weird pyrotechnics
carnival games are remain. Set o„ the
functional, despite fireworks, which
the Infected. Your unfortunately
enjoyment stems Page 78 suœons the Page 97
from ma› cuing Horde. Let’s hope a
through KiŸieland, the big slide, and carnage at the carousel. rescue helicopter notices your spectacular predicament.

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 baŠle
your way through STACHE Prove you are faster than
a purple tu—el of WHACKER Moustachio.
te¨or, emerging Prove you are stronger than
outside to fl from GONG SHOW
Moustachio.
overwhelming oŸs,
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.

UNCO ON INFECTED: CL0WND Honk the noses of 10 Clowns.


CLOWN
Prima Official Game Guide

Using a Molotov, burn a Clown


FRIED PIPER
leading at least 10 Cošon Infected.
With squeaky shoes that suœon
Coœon Infected behind them, these Sti Something to
Survive a campaigns on Expert.
ravenous fairground workers o„er Prove*
ho¨ific and humorous takedown Survive a campaign on Expert ski
o ortunities. Shove the Clowns so The Real Deal*
with Realism mode enabled.
they honk before you savage them.
Confederacy of Finish a campaign using only melŠ
Crunches* weapons.
* Requires completion of this campaign, plus a«itional tasks.
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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 leŠing 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 cu—ing route through the u er rms becomes nece›ary 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 aŠraction now ove¨un with the virus-riŸen and
wretched.

+ The highway and motel areas o„er 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 di„icult. 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.

Area 1: Motel O‘-Ramp

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 aŸitional items as we as cuŠing 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 tra„ic o„-ramp.
ahead of you
on Interstate
16 West, which
forces your
TIP
team out of the Delivery Trucks with a sma container a‹ached to them are
vehicle. Opening do‹ed 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 MelŠ-striking or shŒting 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,
pa›ing 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 teaœates are checking the bushes on the
right and vehicles to your left, you can e„ectively clear this Scramble toward
initial highway of foes (picture 2). the o„-ramp, but

Mayhem in the Median be prepared for


enemy ambushes.
With the The higher
Infected taken vehicles (such as
down in the the coach liner)
iœediate area, o„er protection
figure out your for the more
favored path wily Infected.
to the o„-ramp Step onto the 1D
(Location 1C). right side of the
You can hop highway, cuŠing
over more down foes where
1B vehicles and they shamble,
move straight and lk for the
toward the 35 mph sign;
o„-ramp (the head to the right
optional path on of that and down
the guide map), the o„-ramp
or drop down when you wish to continue.
and head into the There are a couple of longer routes that aow you to
Prima Official Game Guide

gra›y median a°e› the o„-ramp, but these involve weaving betwn
(1B), pa›ing 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 aŠacks
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. AŸitional 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); spliŠing up is just asking for a straºler to be
1E pounced on. Make sure one of your team checks behind
you for ma›es 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 aŠacked on
both sides, but especiay the gra›y hi to your left. From
this point, you can chse to a roach the motel from two
di„erent areas: the rf or the ground. (Ideay a the team
should head in the same direction, but you can also split into
two pairs.)

Motel Ma›acre: Up on the Rf


For a more
No maŠer whether you head down the o„-ramp or gra›- stealthy
verge from the bridge, you end your Interstate excursion a roach to
by ru—ing past numerous corpse piles of dead Infected as foe disposal,
you reach a military vehicle. The ma›acre was most likely make sure a of
inflicted from this point, as there are often items to the side your team are
of the vehicle. in agrment
and then move
Chaos under the Bridges to the Midnight
Riders biboard
that overlks the motel. This is achieved either by heading
up the gra›y hi at Location 1F and then moving acro› the
second highway bridge before ho ing on a car rf and
onto the biboard sign. Or, you can move under the second
bridge and climb the gra›y bank on your right (picture 1) to
reach this area.

NOTE
The Midnight Riders biboard overlŒking 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
boŠom of a
stp bank on
1F either side,
aowing enemies
to easily aŠack
you from a
angles. Expect a Once you’re up on the biboard with your entire team, you
forceful aŠempt 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 aŠacked 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 Ma›acre:
Down on the Ground

Next, drop down to the motel o„ice rf (1G). Although


you can head down to the ground if you wish, the motel
rf o„ers continuous and exceent vantage points, and
ma›es of foes can be knocked down or blasted (picture 3) if A more measured 1H
they try to climb to your position. You can hold out here for a roach that
quite a while; the only enemies to fear are Special Infected. aows easier
A Charger can knock you o„ this rf with a real waop, for circle-strafing
example. and potential
dodging around
foes is to stay
TIP on the ground,
Now is the time to lob down a Belt Item; defeat multiple cro› under the
bridge (picture 1),
enemies and clear the area quickly before you clamber
and enter the motel at the jack-knifed truck. This takes you
down.
into the parking lot (1H, picture 2), which is fied with foes
that haven’t sn you yet. Take this o ortunity to decapitate
as many as you can before they charge.
The fighting should progre› to one of thr locations;
you can hole up inside the motel o„ice, which o„ers
protection and ways to fu—el Infected into the rm so you
can waylay them as we as Mel them (but be sure to guard
the drs and windows so you aren’t overwhelmed). There
are also two motel rms adjoining the o„ice (where the
pickup and car are parked) that o„er similar protection. Both
locations have items to scavenge. Otherwise, fight foes in
the parking lot, or swiœing pl; the low was and vehicles
o„er protection and hiding places for both you and your
Special Infected foes!
At some point, you’ nd to drop down to the motel
ground, but if foes are plentiful you can staºer this by
having two of your team land on the parked coach liner Caution
(picture 4). If you stand back-to-back, you’ cut down Don’t step on a car or shŒt one that has an alarm or you’
anything aŠempting to clamber up at you! This route is have a«itional motel guests you didn’t nŠd to maacre!
precarious, but it can be safer if you prefer ranged combat.

TIP
Prima Official Game Guide

You also can drop down onto the motel o ice rŒf (1G),
and then išediately 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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Housecleaning This rm has


a boarded-up
When there’s dr and a
a lu in the window you can
bldshed, a gaze out of, but
quick inspection this is sti over
of the motel the balcony
grounds reveals gap. Instead of
a mesh fence staying here,
along the far move into the
wa of the second rm’s bathrm. Pa› through into a third rm’s
swiœing pl bathrm and head through this rm and out of the window
that is preventing your progre› (but not the Infected from to the continuation of the balcony. Don’t be surprised if
climbing over or spiŠing through it). As you never wish to you’re swarmed at this point (picture 3). This could be a
remain in one place for long, you nd to foow the escape gd time to switch to a Mel Weapon; move around the
route, which involves maneuvering along the balconies of the remaining balcony to a third (and previously ina°e›ible)
two-story motel. stairwe (picture 4) while watching for troublesome foes as
There are you descend and fl the motel for gd.
two stairwes.
The first is
adjacent to the TIP
o„ice building
and ground- If the constant stream of Infected is causing team conster-
level rms, nation, remember you don’t have to ki every single one of
to the right these foes. As you reach Location 1I, you may wish to lob a
of the parked Bile Bomb or Pipe Bomb into the parking lot to clear a path
military vehicle. to the wŒds behind the motel.
The other is a°e›ed via the parking lot (picture 1). Move
betwn the buildings in the far corner and head up this set E ECTIVE
of steps (picture 2), as it is preferable to move to the u er INFECTED
balcony location (1I) via the parking lot, rather than the If you’re working
na¨ow balconies in front of the motel rms. as a team, begin
by using the larger
vehicles on the
TIP interstate to hide
If you have the time or patience, you can ransack every one behind and catch
Survivors as
of the motel rŒms. Some have items in them. Some have
they pa›. Cause
hiding Infected. However, this is užeceary, and certainly
the maximum
not recošended in Versus games. Get out while you can!
amount of chaos
1I throughout Area
1 by coinciding
your aŠacks with
ma› aŠacks
by the Coœon
Infected. If you
can pounce on a
Survivor or charge
them (picture 1) as they reach the bridge, they are waylaid
aŸitional moments. Areas with vertical structures, such as the
bridges and second flr of the motel, aow you to leap from
locations that are ina°e›ible to humans.
Hiding in motel rms is also an exceent plan (picture 2).
Move along the na¨ow landing balcony to Location 1I, It’s extra scary for Survivors to pk inside a bathrm and
a gap in the flr that forces you to scramble right, into a receive an unexpected tongue-lashing. Or str them o„ the
motel rm. Work as a team; one teaœate goes through balcony and back down to the ground! Focus your final set
the window, the other opens the dr. Two others foowing of aŠacks at Location 1I, which is a di„icult area for them to
behind, providing covering fire and checking the balcony and navigate through, and if you can ride, charge, or bewilder your
outside for signs of more Infected. Once you’re a inside the foes into faing back into the parking lot, they wi waste a
rm, fight any foes as you step left through the gap in the colo›al amount of time.
stud wa to a second rm.
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Area 2: Whispering Oaks Ravine


the top of the 2B
cli„ to a gra›y
Highway: Area 2 promontory
2A (picture 2).
2B Move down
to this area,
2D which o„ers
views of the
Whispering Oaks
2C
Fairground in the
2E distance. Inspect the slping bags and take the items on the
promontory.

Drop from the Top


2C
2F

Finish

From the promontory, make sure a of your team are


A.I. DIRECTOR’S CUT embarking on the subsequent descent at the same time, and
A vehicle parked in this area wi be alarmed, so lk begin to skid down the earthen ravine. Lk at the guide
for warning information and avoid it a°ordingly. map; the light sections of the ravine wa are t stp
to stay on without sliding, so prepare for a slip. If you’re
interested in the (random) items on either of the lower gra›
Atop the Cli„—Ravine Entrance promontories, stand directly above them before you slide. At
the boŠom of the ravine is a series of wading pls. Prepare
2A
for iœediate evisceration and fend o„ po›ible undead
incursions from the bushes.

Death at the BoŠom


2D Standing in
the miŸle of
the ravine, or
wading through
the shaow
water is an
exceent way to
perish quickly if
Prima Official Game Guide

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 ru—ing parael to the motel. It is devoid of aŠacked from your left. Pay special aŠention 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 beŠer 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 iœediately. A far beŠer plan is to continue along betwn the trs, kiing anything not caed Eis, Nick,
Coach, or Rochee (picture 1).

76
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At some point, Continue into


you must cro› the parking lot,
the shaow river or (if the fight
(picture 2). The isn’t going we),
safest area is optionay head
the open water into the back
with the half- of the white
submerged car. truck for safety
There may be (a›uming you
items to snag can swing a
nearby, as we as a ma› of Infected dashing in from the Mel Weapon). Be extremely careful you don’t suœon the
wds. Cro› the water one or two at a time so other team Horde by knocking or shting any of the parked cars with
members can provide covering fire, and always check behind alarms. Instead, concentrate on rushing to the Safe Rm
you. Use the car as a ste ing stone if you wish. Unle› (picture 2); remember your objective is to stay alive, not blow
you’re interested in outhouse construction in the Dp the heads o„ everything.
South, ignore the ramshackle restrm.

Up the Other Side E ECTIVE


INFECTED
2E Locate this
position acro›
the other side
of the river;
it o„ers an
a°e›ible route
up the o osite
side of the
ravine, which is
fortunately le›
stp, but unfortunately features more ravenous undead to
deal with. It is important when navigating this hiy te¨ain that
you stay reasonably close to each other so you can watch
each other’s backs and quickly react to a sneaky Special
Infected aŠack from the numerous shadowy shru½ery.

TIP
Is it going badly for you or your team? You’re almost at the Safe
RŒm, 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 RŒm 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
wŠping 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 aŠacks 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 cla›ic
upon by multiple ambush point, but a beŠer 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 beŠer. 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 pre›ing 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 aŠacks 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 aŸed 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 ince›ant hordes for long enough. Cro› through the pathways betwn the barker huts, cut through a warehouse
(Area 3), and enter KiŸieland, 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 Tu—el 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 beŠer visibility and copious weapons to - Special Infected at KiŸieland can cause problems
pick up. Also, thrown weapons (such as the Pipe as they use the elevated train tracks to drop down
Bomb) are e„ective 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.

Area 3: Entrance and Barker Huts


Fairground: Area 3 T Dark Park
Start

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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and step out to check out the ma›ive iuminated sign


(picture 2) you saw when you scaled the ravine (Area 2).
Move through the entrance huts, taking care to check the
fenced aeys to the left and right for Infected, and the huts’
interiors for items. You can step out into the area to the right,
but you’re fenced in ahead, which forces you to the left, past
Lil’ Peanut (picture 3) and toward the huts and restrms.

TIP
This locale is do‹ed with numerous sma barker huts,
larger buildings, trŠs, and fenced-o areas. This makes
enemy ambushes a cošon ouŸence, so watch your step
and work in unison rather than fažing out tŒ 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 Uncoœon 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 aŠacked from the mesh fence or around the corner (3C).
restrms for items and a few aŸitional Infected (ideay

MT AND BEAT MOUSTACHIO:


PEANUT GAERY
Guardin’ Gnome
Your team’s best sharpshter(s),
armed with either an SMG or a
rifle (either A›ault or Sniper),
should aŠempt to play this
game, which eventuay frs
Gnome Chompski from his tiny
red cage (to the left). Pre› the
red buŠon, then you have 45
seconds to sht as many Peanut
Thieves and Mister Moustachios as po›ible. Avoid hiŠing Lil’ Peanut. Note that
the “double” Peanut Thief score (+20) o°urs when one shot hits a Thief and a
second Thief ca¨ying the same color sack behind the first.
Make each shot count, and ignore any baŠles raging nearby; your remaining
coeagues should be providing protection. Once the time is up and if you’ve
scored 750 points, the gnome is released, but the insanity doesn’t end yet. You
must complete the rest of Stages 2, 3, 4, and 5 while ca¨ying the gnome to
unlock the Achievement. This involves dro ing or throwing the gnome down
holes or over fences, and taking it in turns to ca¨y it or drop it while you’re
fighting. Check the A endices for more information.

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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 aŸitional tactics to try both before and
Oaks, you’ want to be entertained,
after Gnome Chompski is in your po›e›ion:
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 aŠract Coœon 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 Coœon 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: ca—on foŸer!
* Area 4: In KiŸieland, throw the gnome over the
fence, so he lands at the boŠom of the slide. Warehouse Reco—oiter
* 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
Tu—el 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.

Infected Hunt at the Huts


3C

Move into
the aeyway
iuminated
by generator-
riºed lighting
Prima Official Game Guide

and move into


the warehouse,
checking the side
rms for items
and working
your way through the main storage area (picture 1) toward
the exit at the o osite end. As you reach the open air again,
Head around the corner of the Peanut Gaery, gra½ing any
treat any ma› of Infected to a Pipe Bomb (picture 2) to
items and weapons on the picnic tables, and then make a
quicken your pace as you reach the entrance to KiŸieland.
sortie around the doŠed barker huts in this section of the

80
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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
aŠempt the Peanut Gaery, which is another prime time to launch an aŠack. 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 aŠempt a charge (picture 2).

Area 4: Chaos in Kiªieland


Fairground: Area 4 Sloping
Entrance Path
4A

4B
4A 4B

4C

4F

4E 4D

Step past the concrete posts and toward


4G
the coŠon candy hut and judge whether
your cu¨ent firepower nds switching.
Also, expect to find an explosive object
or two (such as the Fuel Can) that you
can throw and sht to aŸ to your
o„ensive capabilities. Deal with any
undead (picture 1), making sure you
check the sloping path for Chargers, and
then hop on the ste ed wa on either
side of the slope (picture 2). This aows
your team to spread out and your foes
to have to climb to reach you. Sht
as many foes as po›ible from this
relatively safe position before continuing.

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Fun for None of the Family Round the Back


4C Spd down 4E
the aeyway as
quickly as you
can to reach
the unloading
area behind
the kitchens.
There is a white
truck from
which you can
grab equipment, or board if you nd more protection.
The Infected have a nasty habit of dro ing down from
the rftops, so lk up and lob in a Pipe Bomb or other
e„ective method of cuing them quickly. Enter the dr
Enter KiŸieland, straight ahead and inspect the sma warehouse on the left
and stick only after the coast is clear (or with friends guarding), as
together because you don’t want to be swarmed, spat on, or charged while
Special Infected you’re gra½ing items in there.
have a tendency
to descend Up on the Rf
from the raised 4F Enter the
train tracks that stairwe, and
circle this area. don’t forget to
Work your way open the First Aid
diagonay left, through various Infected incursions (picture 1), Station here, and
as you aŠempt to reach the exit aeyway (4D). You can take also grab items
a direct route (as shown on the guide map), or explore a liŠle before ascending
further, picking up items and investigating the restrms and the steps. There’s
the buildings on the right side of the courtyard. You can expect a laŸer to the
ambush aŠempts (picture 2), so be sure each team member rf, which
knows their role, so that you aren’t a foraging, for example. means you should make sure a rear guard checks behind you
Into the Aeyway for encroaching foes. Once you’re on the rf, you have a
relatively large area in which to strafe around and cut down
4D foes. Beware of aŸitional aŠackers from a sma storage
rm to your left as you step onto the rf.

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 teašate in trouble is
ažoying. Also, watch for lurking Smokers on the rŒftops of
adjacent buildings when you reach the rŒf itself.

Slip Sliding Away


4G Fl KiŸieland
The gra„iti-daubed board at the aeyway entrance indicates once and for a
the direction of the Safe Rm, so move to the corner of by ascending to
KiŸieland. Spend a few moments entering the kitchens the top of the
of the cafe nearby, should you nd the equipment inside. big slider ride
Prima Official Game Guide

Post a guard or two to sound the alarm if Infected a ear and cuŠing down
en ma›e. 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 ince›ant Infected are begi—ing to up to reach you.
overwhelm. Be sure you have
a teaœate 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 a›ault on the carousel is
82 about to begin!
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E ECTIVE
INFECTED
KiŸieland has a large number of
structures to hide either inside or behind
before launching an aŠack, 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 cu—ing ambush of a, as the
Survivors can’t reach you physicay
and the Coœon 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 po›ible for the rest of their team: Grab the last foe before they
ascend the laŸer to the rf, nab one from a position on an adjacent rf that’s incredibly di„icult 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).

Area 5: Murder at the Me¯y-Go-Round


Fairground: Area 5 Move around 5B
the corner of the
balcony (picture
2) and make
plans for tearing
5A through more
foes, should they
decide to pour
5B
up and over the
railings. This is
another key location for the Special Infected to me› with
your team. As sn as you drop to the ground below, you
5D
ca—ot return up to this balcony, so ensure your team is
together when you make the fa, or face watching a straºler
5C geŠing ri ed apart without your being able to help.
Finish

5F
5E
Caution
5G
You’re close to the end of this stage, so don’t expect an
easy time of it; there’s usuay a Witch, Tank, or other
problem Infected here to overcome or dodge.
Carousel Combat
5C Move acro›
to the carousel

Sloping Entrance Path and study it


for a second.
5A The restrms There’s a power
are closed and switch to flick
there’s a gate that opens a gate
preventing adjacent (left) of
progre› on the switch itself.
the ground, so This also has the
scale the steps 5D disadvantage of
by the spray suœoning a
painted a¨ow Horde, so ensure
up to the grn your team is
carpeted balcony with a bridge cabin that houses a great knly aware of
deal of aœunition, weaponry, and other a›orted items. It what nds to be
is important—nay vital—that you post a guard to this cabin done: A°e› the
because the balcony is na¨ow and the Infected are tend to switch (picture 1),
make a ma› charge in your direction (picture 1). then step through
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the gate iœediately, 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 išediately to the Pipe Bomb or
Safe RŒm (Finish), ignoring the option to switch o the other e„ective
carousel. Do this if you don’t think you can fend o the Belt Item as you
remaining forces, or nŠd a quick (and cužing) escape. reach the sma set of steps (picture 1) that lead to the Tu—el
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,
baŠle 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 aŠempts.
Concentrate on giving one team member the plan of
switching the carousel o„, with an “alternate” teaœate
a°ompanying them to providing su ort fire and to take
over if the first one fails. Switch o„ the carousel before
aŠempting to help your team, or you’ be swamped.

Romance Is Dead
5G

The bridge cabin’s grn carpet balcony is a great location to


home in on when only one teaœate is up here and the rest
are near the carousel. Bound toward your Survivor enemy
(picture 1) and ride them back toward the slide, or away
Prima Official Game Guide

from the drop, so the humans can never rescue your foe! If
you can cause a disturbance and there’s an aŸed 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 po›ible! 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
aŠempt this (bring Mel Weapons out so you can literay moment ambushes as we as aŠacks from behind.
84
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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 pa›ages of the Tu—el 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 tu—el 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, aŠracts Infected from miles around. They aren’t leŠing 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 tu—el structure enables you to focus on foes - It is usuay from the tu—el 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 teaœate 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 po›ible 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.

Area 6: TuŽel (and Swan Maintenance R“m) of Love

6E 6D Coaster: Area 6
6F

6C
6G

6B
6H

6A

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Co¨idor of Carnage the cu½yhole


ahead for items
6C

Start and lurking


Special Infected,
the others
should hold this
position from
the enemies
charging you
from Location
6B. Reconvene and push your way along the tu—els (picture
1), pa›ing two alcoves and weaving around corners (expect
Special Infected incursions in both). Continue to baŠle, using
a Belt Item if you nd to, until you reach a junction to the
maintenance rm. Ki the swarms crashing through the
ductwork (picture 2) before you push on.
6A Grab everything
you can from
the Safe Rm
Swan Maintenance
and then pr Rm (of Love)
through the
6D Location 6D is
bars of the exit
a sma storage
dr, checking
rm you can
to make sure the
a°e› from an
coast is clear.
adjacent boiler
Then step into
rm, t, and it
the initial co¨idor, ready to strike foes—even those surprising
is worth heading
you at close range (picture 1)—before they can strike. Move to
in to check for
the end of the co¨idor, which opens up into the tu—el, but
po›ible items,
beware of Coœon and Special Infected ambushes from the
or if your team
sides as you head down the ramp (picture 2). There also are
nds to take a temporary breather and heal or load up.
side areas to check for items.
While one of you checks the exit dr (picture 1), ready
yourself for a sprint acro› into the swan maintenance rm.
TIP You may wish to clear the dead end to your right of foes, but
if you’re kping moving, this isn’t nece›ary.
Prepare for tužel fighting, which has benefits and drawbacks
6E
already listed. How you’re positioned is also important. As
you’re not able to fan out in a tužel, it is much easier to
aidentay hit your teašates, so work out a system where
two of you take point—one on the left side of the tužel and
the other on the right. A third teašate should back up the
two on point with longer-range weaponry, and a fourth should
be consistently checking behind you.

Trouble in the Tu—els


6B

Once in
the swan
maintenance
Prima Official Game Guide

rm (picture 2),


check the far-left
corner for a
handy item, and
then iœediately
climb the stairs
with the last
Step out into the curved tu—els and ignore the swan cars;
teaœate backpedaling to bring down anything chasing you.
they are deactivated. While one of your team rakes the dead
Move around the catwalk (picture 3) to the exit dr, taking
end section of tu—el to your left, and another checks
down foes with ease as long as you have enough teaœates
86 on the catwalk who can aim.
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A Makeshift Exit
Caution Expect nothing 6H
Witches in the tužels 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 methodicay. Infected fracas
And if you encounter a Witch, always switch your Flashlight as you wade
o and step around her, kŠping 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 tu—el. 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

6G Run into the


sma, we-lit
storage rm
and close the
dr behind
you. Grab the
weaponry you
nd while some
of your team
kp a lk-out
for foes coming down the sma set of steps (picture 1). From
here, move into an air-conditioning rm, clear the area of
minor foes, and check the location (6G) for any useful items.
At the far end of the rm is a hole in the flr (picture 2).
This leads to the continuation of the Tu—el of Love.
Don’t simply drop down and get swarmed by foes. While
one of your team checks behind you, the rest should pr
down through the hole and drop in a Fuel Can, Propane Tank,
Pipe Bomb, or Molotov (picture 3) to thoroughly cleanse the
The alcoves to the sides of the winding tu—els are an
area of enemies. Next, each of you should drop down when
exceent place to grab and drag a foe, as is the catwalk in
the coast is clear (the first two should iœediately face
the swan maintenance rm because it takes longer for
o osite directions so they can stop foes ru—ing in behind
the rest of the team to target a Smoker or a Jockey riding
and in front).
his victim. Any place where you can ambush a straºler
is exceent, such as the hole in the air-conditioning rm
after thr of the team drop down. You may also wish to
TIP plan your aŠack around the a¨ival of a more deadly Special
The air-conditioning rŒm (6G) cažot be returned to once Infected, such as the Witch (picture 1) or Tank (picture 2).
you drop through the hole. Be very sure there aren’t any Another key to surprising your human foes in the area
Special Infected waiting at the ready to lash out at and grab below the hole in the ground of the air-conditioning rm
the final Survivor in the rŒm before they can drop with is a ventilation shaft located in the dead end on the lower
their companions because the team can’t return to save stretch of tu—el. It is only a°e›ible by Special Infected;
them. you can use the shaft to climb up and behind the humans
and ambush them if they’re hiding up there and refuse to
come down.

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Area 7: Everyone Croaks at The Screaming Oak!

Coaster: Area 7 7I

7D

7C
7F
Finish 7J 7A

7H 7E
7B

7G

The Helicopter of Hope although that po›ibility becomes increasingly improbable


if you’re set upon by Special Infected just after you emerge
from the tu—el (picture 2).

First Aid at the Brick Building


7B

7A Staºer out of
the Tu—el 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

check the hole


if you wish. They both lead to dead ends, so don’t get stuck
for rear-flank
there and overpowered by Infected. Also kp a careful
incursions.
watch above your head for a—oying Special Infected waiting
Check the sma
to ambush from the building rftops in this area. You can
concrete cabin
simply sprint past the white truck to Location 7C, or move
for aŸitional
into the brick building (7B), while half of your group grabs
hardware. Then enter the yard with a large oak tr by a
healing items from the shelves and First Aid Station and the
low brick building; a helicopter flies low overhead lking
others guard the drs. You should expect a Special Infected
for Survivors (picture 1). You might sti get out of here alive,
when you open either dr (as shown).

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RoŠing Folk at The Wild Ride Part 1


Screaming Oak
7C Exit the brick
building or move
from the back
of the white
truck to the
gra›y area near
the perimeter
fence for a giant
wden roer
coaster known
as The Screaming Oak. Expect a heavy Infected presence
here as you pre› on toward a faen fence section that
deposits you up and underneath the ride itself. You may elect
to distract ma› Infected with Bile Bomb or Pipe Bombs to
ensure that a four of you drop down onto the other side of
the fence safely.

Powering Up the Coaster


7D

The first problem 7F


to overcome
is the ma› of
Coœon Infected
that are about
to gnaw you to
When a four 7E death. Once the
of you are orange security
safely over the gate swings
faen fence, back, pile into the
make placid but coaster track at Location 7E and try to climb the rise. Although
steady progre› you may have to spend a few minutes slicing, dicing, and blasting
around the the enemies (picture 1). This is an exceent time to use a Pipe
bushes (picture Bomb or Bile Bomb, but throw it into the gra›y area nearby.
1) and under the
wden coaster With a your team ready, run up the first (very stp) roer
su orts. Head directly for the sma “haunted house”-type coaster rise (picture 2), and be extremely careful, as this is a
building that houses the coaster machinery. As you near favorite place for a Charger to run straight through a four of
the house (picture 2), quickly move and flick the switch that you! Foow the track around the left U-turn and to the sma dip
activates the ride. Do this as fast as you can because you’re down (7F; picture 3). You can snipe at targets scaling the coaster
cu¨ently completely enclosed with no means of escape! was, but these a ear continuously, which means you must
kp moving.

TIP TIP
As sŒn as you sušon 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 MelŠ Weapon-
and items, including some Adrenaline. caŸying leader and a backup who’s caŸying a Shotgun or
close-aault weapon. A« to this a marksman who can bag
Special or far-o Infected. Finay, someone nŠds to bring
up the rear and check for Infected ružing in from behind,
which wi haen!
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Wild Ride Part 2


TIP
You should realize you nŠd to deactivate the ride to stop
the alarm (and the Horde). It is always be‹er to try to run
for the controls at Location 7J and complete this task, than
to pause and help a teašate. Remember, the Horde is
continuously coming until that damn alarm is o !

Wild Ride Part 4


7I

7G Continue your
roer-coaster
rampage by
moving down
the undulating
track and around
the corner,
cuŠing 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 laŸer near the haunted
house at ground level (the top of the laŸer 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, repeing the Infected? This
is a sure-fire way to get split up, run out of ašunition for Continue into the covered tu—el (7I; picture 1), which is
your Primary Weapon, and finay be overpowered. Contin- an exceent place to heal as long as two teaœates 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 aŠack 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 betwŠn Locations 7G and 7J, make
of the haunted your way to Location 7H, where the track mŠts the ground,
house, so and reboard the coaster there.
continue your
Prima Official Game Guide

ru—ing and
gu—ing 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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Wild Ride Part 5

Head out of
E ECTIVE
7J
the covered INFECTED
tu—el, 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 di›ipate 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
teaœate 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).

Lil’ Peanut Leads


You to Safety

Use the wa-climbing trails when the Survivors emerge from


the Tu—el of Love; they’re likely to be baŠered, bruised, and
won’t be lking up. Station a foe inside the brick building
to ambush the humans when they open the dr, and
concentrate simultaneous aŠacks at the faen mesh fence
(near 7C) so that you can drag a human foe to their death
after the others cro›.
On the coaster itself, the na¨ow track makes ba¨aging
into foes, especiay at the top of the first rise (picture 1)
Once the coaster is shut down, find the stand of Lil’ with limited visibility, a real thri! As the Horde is constantly
Peanut waving at you and then head up the ramp (picture 1) aŠacking, the humans must aŠempt to reach Location 7J.
and acro› the bridge to escape this area. Cro› the bridge, Therefore, their route is predictable and you have the u er
and move down the multi-stage ramp into the grn-carpeted hand. Drag foes o„ the track by any means nece›ary, such
waiting area for the ride: the Safe Rm for this leg of the as hiding in the bushes (picture 2). Pushing, puing, or riding
campaign. In this example (picture 2), somebody didn’t check them down onto the ground makes their task of geŠing
to s if the team was being foowed; remember to always back up on the track that much harder. You should prowl the
stand at the dr and o„er covering fire until a teaœates areas where they rejoin the track, t.
are inside. You can’t close the dr until you’re the only four
beings standing!
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Barns
S£king the Stadium: Barns Overview
Named after the peŠing z located in thr large co—ecting outbuildings, the barns are now home to a large coection
of roŠing 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 meŠle 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 heœed in by the Horde that a¨ives. Stay
sprinting and Adrenaline make it beŠer. mobile.

Area 8: Bumper Car-nage

Barns: Area 8

Start

8A

8E

8D 8C
Prima Official Game Guide

8F 8B

8G

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MT AND BEAT MOUSTACHIO:


A.I. DIRECTOR’S CUT TEST YOUR MIGHT!
Your way to the bumper cars building doesn’t always Gong Show
involve moving along the na¨ow pathway to the
picnic rm. Sometimes the fence in front of the 8C
barker huts is open, which aows you to a°e›
the area near the Test Your Strength machine
iœediately.

Slaughter under the


Sign of the Oak
Start When you’re
tled up and
ready to go,
break open the
ba¨ed dr Before you inspect the bumper cars (8D), clear the area
and have a of foes so you aren’t disturbed (although this takes far
couple of your le› time than the Peanut Gaery), and saunter up to
team members prove your strength against Moustachio at his strength
stay behind in testing machine! The large red buŠon must be struck with
cover, coaxing any Mel Weapon, and your might is recorded. Unfortu-
8A any Infected nately, it isn’t impre›ive enough for Moustachio, that is,
miing about until you take a shot of Adrenaline! Now whack the red
under the large buŠon and you score high. You are justly awarded the
Screaming Oak Gong Show Achievement.
sign. Meanwhile,
two others
can move into Caution
the area, and
create cro›-fire If you’re controing a Tank during a Versus match, try
o ortunities, whacking the red bu‹on with your mutated fist; you break
cuŠing down foes as you move around the left corner and the machine and sušon an entire Horde!
into a long, straight pathway with a gra› verge (picture 2).
Note that you can climb the Meat Burger trailer on your left
Welcome to Crash City
if you nd a vantage point. Or, if that way is blocked, head There’s liŠle to 8D
directly into the barker huts, and ignore Area 8B. search for on
either side of
Panic at the Picnic Tables the bumper car
8B ride, which you
should run to
next, although
the barker huts
can be a gd
place to get
ambushed by Special Infected. However, it is more likely that
your foes are waiting as you hop over the grn ba¨ier and
enter the bumper cars structure itself (picture 1). If a Tank
a ears during this time (and pray that it doesn’t), fl the
area iœediately, even if that means retreating: The Tank
can smash bumper cars about, and if one coides with you,
expect ma›ive crushing damage!

The pathway along the gra› verge is relatively linear, and


you can’t a°e› the cluster of barker huts (near 8C) until
you move into a covered picnic area at the far end of the
path. Expect ambushes from a Infected types as you clear
the area of foes and check the vicinity for items.

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8E
MT AND BEAT MOUSTACHIO:
’STACHE WHACKER
Stache Whacker
8G

Head through the exit diagonay left of the entrance,


through a sma storage rm, and outside to the rear of the
building. Beware of Infected dro ing down from the bumper
car building rf, as we as lurking ho¨ors in the shadows Moustachio is back to entertain and a—oy you in equal
to your right. Move forward to the gap in the hedge (picture measures as you play his latest game, ’Stache Whacker!
2), which o„ers a view of the Safe Rm and stadium! The game is simple: Pre› the red buŠon, and a counter
BaŠles Before the Barn clicks down from 300 while you ... wait, are you being
gnawed at? That’s likely to be the Infected heading your
8F way as sn as you start the machine, so make sure you
have a chaperone or two to delay the enemies. Meanwhile
you nd to strike the Moustachio heads as they
randomly pop out of the five holes, sometimes more than
one at a time. There are two ways to play:
Honest aºre›ion: Use a longer weapon, such as the
Baseba Bat, and you can strike multiple heads with one
swing, especiay if they a ear from adjacent holes.
Dishonest cheating: Moustachio is t quick for you
if you use Mel Weapons. The only way to obtain the
Stache Whacker Achievement is to stand back and punt
in a grenade from your Grenade Launcher!

The stadium is sealed and the fence is t high to climb E ECTIVE


(especiay for Coach), so wander along the elevated area
into yet another fd court with a scaŠering of structures, a
INFECTED
of which are closed due to the zombie apocalypse. Prepare
to fire on foes, including Special Infected that dart out from
behind these buildings, as you make your way past the
third Moustachio carnival game toward the barn’s entrance
(Location 9A).
Prima Official Game Guide

Although you can lurk and ambush foes from the barker huts
or rftops in Area 8, the biºest fear the humans have is
geŠing 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
suœon a Horde if you’re controing a Tank and decide to
test your strength at Moustachio’s machine.
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Area 9: Barn Storming


Barns: Area 9 a stand in each
chamber and
close the drs
behind you to
delay any threats
to the rear. Once
Finish
through the dr
into the third
chamber (picture
9G 3), fight any foes
9F en route to the exit drway, pausing only to gather any
gds on the tables.

TIP
Stop! It’s worth making sure that each of your team has a
9A
9E MelŠ 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

PeŠing Cemetery
9A

Prepare for more 9D


combat as sn
as you walk out
of the drway
to the exterior
9B The remaining area (picture
route outside 1). Minimize the
is blocked by time spent on
an impenetrable the ground by
fence, forcing ste ing up onto
you into a thr- the stacked yeow ba¨icades and then onto the barn rf
chambered barn itself. Be sure your entire team heads to the rf together so
fied with roŠing that you don’t waste time dro ing down to save straºlers.
animals and While you’re on the rf, stay in the miŸle of the structure
putrid Infected. as you cro› the thr rftops. This is partly because the
Clear out Area 8 as much as you can so that you’re able to laŸers are in the miŸle, and you nd them when you
stand at the barn entrance (picture 1) with your team and ascend to each rf, but mainly because if you’re in the
tear chunks o„ the charging foes inside. Step into the barn, miŸle it takes the Infected more time to drag you o„ the
optionay climbing the laŸer (but watch for this favorite sides of the structure. Expect Special Infected to try their
Special Infected hidey-hole!) to check for an item. Then work best to knock you o„, and if you fa o„ the right side, you
your way into the second barn chamber, cro›ing diagonay nd to backtrack through the barn again.
to the right (picture 2) to the only exit dr. As you go, make

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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 flŠing, rather than staying around to get mauled.

Corpse Pile at the Turnstile


9E Before dro ing
back to the
ground, check to
make sure your
team has made it
o„ the rf, then
remain on the
rf (or at least When the
the white trailers) turnstiles
to cover the area open, each
below with gunfire, sniping any foes that may be miing about. teaœate should
This is especiay handy if a SpiŠer or Charger has a eared, as iœediately
these can’t easily damage you. Then drop down, finish any foes stab themselves
you’ve overlked (picture 1), and pick up any interesting items with Adrenaline
by the trailers. (especiay on
9F higher di„iculty
levels) and sprint
down the rece›ed pa›age, paying aŠention and dodging
any Chargers that a ear along the way to the entrance to
the stadium. It is completely ove¨un with the undead (picture
1). Even Pipe Bombs only delay the inevitable onslaught, and
you must fend for yourselves, hacking and slicing through
the throng of decaying human meat (picture 2) to pa›
into either of the stadium entrances. Try ru—ing in a wide
circle and hop over the grn metal ba¨ier to the right of
the second entrance; it is le› crowded. Now baŠle to the
Safe Rm and hack anything that doesn’t lk like Coach,
Rochee, and Eis. You might want to “a°identay” wound
Nick, but that’s up to you and your team dynamic.
Head toward the
turnstiles, pa›ing
a CEDA evacuation E ECTIVE
gate, which may INFECTED
sti have a few of The barn
those that didn’t requires a
make the airlift liŠle team
ready to tear work, so
your i—ards out. utilize your
Then step over higher brain
the faen metal ba¨icade and down the steps to the turnstile. This functions
triºers an enraged group of Infected, and po›ibly something to gurgle
much biºer, such as a Tank. The action takes a turn for the crazy coœands
(picture 2) while you fight a relentle› onslaught of o onents. such as
instructing a Smoker to hide up in the loft of the barn,
Prima Official Game Guide

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 laŸer and step up onto the sca„old
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 teaœate o„ers protective services. It takes a
the ma›ive 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
baŠle through the rece›ed pa›age.
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 tu—el 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 maŠer 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 aŠracts a pa›ing helicopter pilot.

+ You can begin the “concert” quickly. The stage is - It takes only one badly timed swipe or the aœo
quite defendable and o„ers 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 oŸs
at once. aren’t gd!
+ Gd verbal coœunication, that is, teing - During the cho er escape, if you’re pued down to
teaœates of the type of aŠack and where it is a prone position, you become very di„icult to save.
coming from, is the key to victory.

Area 10: Midnight Riders Gig (Cance¢ed)

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

Step out into a large co¨idor directly under the stadium.


You’re almost iœediately spoŠed by foes (picture 1).
Introduce them to your favorite weapon and make measured
steps along the co¨idor. You can check the restrms on
the right wa for aŸitional foes and the po›ibility of an
item, but it is beŠer to kp going and po ing the heads
of the Infected (picture 2) as you pa› the picnic tables and
check a second restrm area on your left.

Study the gra„iti on the wa if you’re wo¨ied about the


fate of Jake (“the lover”), Dusty (“the brawler”), Ox (“the
Prima Official Game Guide

druœer”) and SmiŠy (“the drinker”), but don’t fret; they’ve


bn evacuated by Davey Red (“the helicopter pilot”). Inspect
the weaponry in the Safe Rm and decide on your weapons
of choice. As always, a mixture of Shotguns along with a
longer-range weapon or two is gd, although your team
may favor more close-combat ordnance due to the crowd-
control measures you’ sn employ. Grab everything you
can here, including any extra aœo, Belt Items, and First Aid.

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Into the Stadium


TIP
You might wish to begin the “gig” as sŒn as the lights come
on, but it’s worth making sure every single teašate has a
fuy loaded Primary Weapon, MelŠ Weapon, First Aid Kit, Belt
Item, and either Adrenaline or Pain Pis. Items can be found
by lŒking on the guide map, or in places like the wŒden
sca olds, the concrete steps at the base of the stadium, or the
First Aid Station behind the lighting panel (10C).

For Those About to Rock …


10D

10B The co¨idor


gets a whole lot
darker (picture
1) once you
pa› (or inves-
tigate for items)
the second set
of restrms,
so prepare for
aŠackers you
can’t iœediately s and the po›ibility of a rear ambush if Bound back down to the stage (be sure you’re aware of
you hang around for t long. Instead, pre› forward past where extra Health and items are in this location), and
the plastic chairs and Hot Dog sign to the stadium entrance take up a defensive position on the stage itself. First note
itself (picture 2). Expect a Special Infected (or two) along the thr easily a°e›ed entrances (the ramp near the
the way and pay particular aŠention to Chargers along this microphone, and the steps at either end of the backdrop).
na¨ow thoroughfare. Head through the exit (10B) out into the Don’t delay the show; a°e› the second lighting panel in the
stadium. sma equipment deck on the side of the stage to start the
SeŠing the Stage show.

10C

Make a mental note of the stadium’s layout as thr of your


team take up a defensive position on the stage (10E), while
one of you bounds up the stadium steps to the right to the
seating of the sound and lighting board on the u er rise of
the stadium. There should be a few Infected to easily push,
dodge, or drop as you a°e› the stage lighting panel. The
stage is bathed in an orange glow.

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Not Quite Dead Yet


TIP
Before the light show starts, scour the area in case a Fuel
Can or Propane Tank is available, and place any you find in
the path of the Infected, close to the stage steps so you can
easily target and detonate the explosives.

… We Slaughter You!
10E

10F

The two team members at the front (10F) have a beŠer,


unobstructed view and the aŸed responsibility of watching
each set of pyrotechnics fade and then stomping on the ft
switch next to the live microphone in the miŸle-front of the
stage to start another round of fireworks.
At the same time, the downstage teaœates have a beŠer
range to throw out their projectiles. (You should a swap
locations so that each team member uses their projectile
As fountains of firework sparks belch from the front of the weapons and gathers more.) Betwn Infected a›aults,
stage, the Horde of Infected, along with at least one or two watch for a stream of new foes heading down the stairs or
Special Infected, begins to jump onto the stage. There are out of the side entrances, coœunicate where the biºest
numerous places for your team to stand, but among the threats are (usuay Special Infected are also making an
safest is back-to-back at the rear of the stage behind the a earance), and throw out a Pipe Bomb, Bile Bomb, or a
drum platform, with one Survivor holding the left side of Molotov to cu the enemies reaching the stage. When you’ve
the stage (picture 1), and the other the right (picture 2), and thrown your projectile, baŠle to grab more, even if this
with two more teaœates doing the same at the front of means leaving the stage (picture 1).
the stage. Continue to fight back the Horde as the bodies The combat continues with countle› Coœon Infected
pile up. fling the pain, thanks to your axe (of either variety; picture
2). The baŠle is interspersed with healing, helping, and
concentrating on areas where the most Coœon or Special
Infected are coming from. Don’t forget to stomp on the ft
switch so that aŸitional fireworks go o„.
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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 ašunition, 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 aŸive.
teams (usuay in pairs so you can quickly help each other
and cover each other’s backs). Heading up to the stands
(so foes only a‹ack from a single direction if you’re up at E ECTIVE
the top) or on the wŒden sca olds (which o er height INFECTED
protection, but are very pŒr to defend if the ground is Although
vomited on by a Spi‹er, or if you’re oveŸun). The main you should
drawback of leaving he stage is your inability to launch be seŠing
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
aŠacks to coincide with the greatest number of Coœon
Infected swarms, or when the Tank a ears, to reay
After around a—oy 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 SpiŠer 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 ma›ive 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 aŠacked by a Tank, which could be the behind a wden sca„old 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 aŠacks,
but fire on other enemies: This is by far the best way to The Roaming Gnome: Did you caŸy 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 teašates 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, tŒ, 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 ma›acre 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.

Stage 2: Swamp Stage 4: Plantation


The ground turns As day breaks,
soºy, and the country trails lead
action turns griŠy to the remains
as the Survivors of a once-grand
baŠle through a mansion. Amid the
downed pa›enger faded grandeur,
airliner. They cu the back garden
the residents of becomes the scene
a half-submerged Page 111 for some ho¨ific Page 124
shack dp in the bldleŠing, and a
backwds. final escape.

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 muŸy Prayer airliner without taking damage.
maniac flings mud (at least, you hope
it’s mud) and uses its roŠing claws to
make a point. Ragin’ Cajun Survive the Swamp Fever Campaign.

Dead in the Ki 10 swampy Mudmen while they


Water are in the water.

Sti Something
Survive a campaigns on Expert.
to Prove*

Survive a campaign on Expert ski


The Real Deal*
with Realism mode enabled.

Confederacy of Finish a campaign using only melŠ


Crunches* weapons.
* Requires completion of this campaign, plus a«itional tasks.

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Plank Country
Backw“ds Mašacre: Plank Country Overview
Begi—ing inside a railroad ca¨iage, investigate the backwds near Wilson’s Last Gas Station, and trek through infested
wdland, pa›ing 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 o„er 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
a›uming elementary competency is maintained. you extremely vulnerable to aŠacks. Stay on raised
+ There are many advantageous line-of-sight o or- areas or dry ground.
tunities for sniping, a›uming 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 o„er numerous
map, you can frly explore. ambush points; staying close together is more
important here than usual.

Area 1: Wilson’s Last Gas to Earl’s Gator Vi¢age

Plank Country: Area 1

Start

1B

1A

1C

1D
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1E

1F

1G 1H

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Railway Ca¨iage Cover On the Beaten Track


Start It a ears Nick 1B
had a slight
altercation with
the helicopter
pilot, and you
had to ditch your
airborne ride.
Now that you’re
holed up outside
Wilson’s Last
Gas somewhere in the backwds, chse your prefe¨ed
ranged weapon and definitely take a First Aid Kit before you
drop down from the derailed ca¨iage. Drop down, and move
toward the gas station.
Foow the main trail from point 1B to 1D for the most direct
route through the wds, the one that aows you to more
easily stay together as a group. Have your most aºre›ive
TIP player on point, venturing forward to rake the bodies of
Cro-team cha‹er is important, especiay when weapons anything closing in on you, while the other thr members
are being chosen. Despite the glŒm, there is increased and provide backup and check for aŠacks from the sides or rear.
distant visibility throughout much of this area; therefore, arm There are a couple of scaŠered buildings to optionay check,
two members of your team with longer range weapons (such but only if you nd items. Push forward to the outskirts of
as Sniper Rifles), and place the more a¦reive members at Earl’s Gator Viage.
the front, where they can wield Shotguns or SMGs.
O„ the Beaten Track
Wilson’s Forecourt 1C
1A Head over
the coapsed
section of mesh
fencing, into
the gas station
forecourt. With
random Infection
incursions, it is
wise to properly
secure this zone
of buildings as
you pa› through
to location 1B
Chse a le› defined, more dangerous secondary route
or 1C. While
(of which Location 1C is only one example) by ho ing over
some of your
the low, wden fencing after exiting Wilson’s Gas. There
team checks the
are thickets to navigate around, and stationary (as we as
overhang and the
shambling) Infected to repel. AŠempt to make a methodical
far end of the
shack-to-shack search of a the buildings prior to reaching
building near the
Location 1D; the guide map shows po›ible item locations.
propane tank for
Use gd coœunication to vocalize the order of the
foes and items, others should guard the only exit—the gap in
buildings you’re entering.
the fence near the parked container truck. Advance when a
of your team are present, and send one teaœate into the
warehouse rm betwn the two truck containers (picture
2) for Belt Items while the others remain vigilant. From this TIP
point, your forest trek can branch into two or more routes:
Avoid cramped and poibly suicidal shack combat by
kŠping two of your team outside guarding the perimeters
of the building that the other members are checking. Know
TIP exactly which building you’re securing, and where the next
You can enter through the gap in the mesh fence, but you also building is located.
can pŠr through the gaps in the wŒden slat fence to the right
before you enter, or near the propane tank on the far side of
the gas station building, while raking buets through swaying
Infected in the rough ground behind the gas station.
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1G

TIP
These shacks usuay contain Secondary Weapons or Belt
Items, so it’s usuay most profitable to instruct a team
member who’s miing one of these items to head into a
shack to a« to their inventory.

Earl’s Gator Viage Outskirts


1D The hamlet of
Earl’s Gator
Viage consists
of only five
buildings, and
As your team prowls the shack, wharf shed, and two-story
Location 1D is
bait shop overlking the wharf, you should properly prepare
betwn the first
for a Horde aŠack prior to reaching Location 1G and caing
two: a general
the fe¨y. Your positions nd aŸitional defenses, so check
store (on the
the garage near Location 1E, the aeys, and the viage itself
right of this
for explosive Fuel Cans and Propane Tanks. Place them on
picture) and a cafe (on the left). While advancing to Location
the thoroughfare and on the wden fences close to the
1E in the miŸle of the dirt thoroughfare, it is important to
fe¨y machinery.
kp close together. Secure each building one at a time, so
you aren’t split up if Special Infected make an a earance. Activating the machinery at Location 1G causes a loud,
Make a note of any items you may nd during the baŠle continuous chuºing noise as the fe¨y platform is slowly
against the Horde, once you reach point 1G. winched acro› the water. This aŠracts the Horde, and they
swarm in sn afterward. Ensure that your team is ready for
Viage Thoroughfare this intrusion (have a fu complement of Belt and Backpack
If you aren’t 1E
Items)! Position teaœates in the gra›y area at the base of
being swarmed the bait shop (picture 1), on the lower rf section above the
by the living ice machine (also shown in picture 1), or with a teaœate
dead right now, checking the u er bait shop interior for incoming foes.
you sn wi When the Horde streams in, repel them with your weapons
be, so take this of choice, but also explode any Propane Tanks or Fuel Cans
o ortunity as to cause maximum damage to the enemy. Have one of your
you pa› the team utilize a Belt Item such as Bile Bomb or a Pipe Bomb
garage to mop (picture 2, thrown from Location 1G) to further weaken the
up the more Horde, and prepare for a protracted baŠle. Stay away from
docile corpses near the parked white van. Your team’s plan is the wharf, as you don’t want to fa (or get pushed) into the
twofold: have a couple of snipers check the aeys, corners, river. Check the picnic table for aŸitional items.
and rftops for any lurking foes, while the others tag
anything easily spoŠed and make a swp for useful items,
such as Fuel Cans and Propane Tanks. Caution
Carnage at Gator Wharf To reiterate, you reay should avoid a last stand on the
1F wharf itself. Charging or knocking you into the river is
relatively simple for the enemy to achieve, which wi ki you
or leave you hanging, and therefore a liability to your team.
Prima Official Game Guide

Earl’s Gator Viage ends at the river’s edge, and it sms


Earl has already repeed a few zombie-types, judging by the
strung-up Charger near the picnic table with items to gather.

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Mechanical Winch Fe¨y E ECTIVE


1H If the Infected INFECTED
Hordes are If your plan is to slay
continuous and as many Survivors as
the situation is po›ible, the cover
becoming dire, of the trs and
listen for the numerous openings in
fe¨y and, when cabins is an exceent
it a¨ives, have way to a—oy and slow
your entire team down your foes. First,
board the fe¨y remember to work
platform as sn as po›ible. While the rest of your team in tandem with your
guard the platform entrance, one of you nds to flick the teaœates; if you’re
fe¨y switch, which wi start the fe¨y slowly winching acro› a Smoker, and can
the river, away from the viage. During this time, vocalize the la›o a Survivor “away
prefe¨ed routes you’re pla—ing to take throughout Area 2. from the herd,” further
damage the enemy by
having a Bmer vomit
TIP on him from nearby, t (picture 1).
Use the aeyways, windows, rfs of any buildings
When the feŸy aŸives, hop aboard as quickly as you
(such as the one overlking the fe¨y winch) where the
can, but if you have the time, restock your inventory first.
Survivors can’t stand to launch an aŠack from. When the
However, don’t do this at the expense of your teašates’
Survivors ca the fe¨y, and the Horde aŠacks, this gives
we-being. you even more o ortunities to savage those humans.
Ride, charge, or otherwise baŠer your foes into the river
Caution (picture 2), aŠempt to split the team up, and cause as
much confusion as po›ible. In particular the Charger is
Once the feŸy starts, you can’t return to Area 1. Note that an exceent beast for dumping a survivor into the river.
the feŸy won’t leave until a surviving team members are on
When the fe¨y is caed and the team steps inside, a
board.
we-timed vomit from a SpiŠer is a gift that kps on
giving. As no Survivor is able to rescue a straºler that
is snaºed while the others board the fe¨y, whiŠle down
the Survivors’ teaœates with we-timed ambushes.

Area 2: A¢igator Sanctuary to Rudimentary Pathways


Plank Country: Area 2 Preventing a Platform Panic
Disembark 2A
from the fe¨y
knowing which
route you’re
about to take,
and prepare
2C to repel any
Infected forces
in the vicinity.
Spread out and
2D use cro›fire o ortunities to cut down foes easily (picture
1) while they mi about trying to decide which one of you to
2B savage. If you stay on the wden decking above the water,
you can optionay shove your foes back into the water,
2E
aowing your team extra time to slay them. At this point,
2A you can continue forward from Location 2A, wading through
marsh water, past the oŸ pointed rocks, to a lighted laŸer
2F near Location 2E.

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2B However, a Treading the Boards (Route 1)


safer (if longer)
2D This takes you
path is to head
on a slightly
left, toward a
longer, but safer
sma hut and
(because you
a picnic table,
aren’t in the
which provides
central part of
some aŸitional
the map) route
equipment to
around the
scavenge. From
outer catwalk,
here, you can s the marsh is slightly le› thick with plants,
which rejoins
and has a wden walkway, which kps you moving at
at Location 2F. Although it’s longer, it features an aŸitional
normal spd. When the enemies finay halt their ince›ant
raised viewing hut you can ransack, or hide in and snipe
swarming, you should ideay wander up the wden
from. Optionay, you can jump down into the water below
platforms. Again, cro›fire o ortunities and the aŸitional
and wade out to the solitary hut if you wish to check it
dry land around the picnic tables (picture 2) o„er aŸed
for items. Otherwise, stay up on the catwalk, covering the
maneuvering benefits.
distance to Location 2F quickly. Rake any foes down below,
kiing them easily.

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 Cošon Infected can only a‹ack from this same vantage
shown. point and are easy to slay before they reach you; blast them
from above. They are especiay vulnerable when a‹empting
Open-Air Bathing to climb up onto the catwalk; lŒk for these enemies and
2C drop them at once.

Caution
The catwalk boards are problematic to your safety because
you are e ectively hešed in, without the usual strafing
mobility, so watch that you’re not oveŸun, and try not
to lose your fŒting and fa. Teašates dra¦ed o the
catwalks by Special Infected are also an iue to quickly
overcome. Stay vigilant.

Treading the Boards (Route 2)


The other route 2E
For maximum safety, move to this location, where you’ find to Location 2F
a slightly raised wden platform that leads to one of two aows you to
raised walkways. These walkways are the two main methods head up steps
of exiting Area 2. However, before you chse either route, and along a
have one or two of your team make a quick inspection of raised catwalk
the cabin at the path junction, while others watch for foes to an open
trying to ambush you from behind drways or windows. platform with
The bathtub near the wden pathway is a gd landmark to slping bags
mt at. Then chse either raised wden catwalk quickly; and some
this position isn’t particularly defensible. items on a couple of picnic tables. This route is quicker
than heading around past Location 2D, but is more central
Prima Official Game Guide

on the map, meaning you may aŠract more foes. Beware of


TIP the Infected charging down these catwalks, as we as those
clambering up from the ground.
If there’s a choice betwŠn treading on land or water, stay
dry: Remain on the boardwalks and wŒden planks because
being struck by Infected in the water is punishing, and your TIP
maneuverability is cut down, tŒ.
Faen o , or find yourself miing about the ground? Search
for either of the two la«ers up to the catwalk if you’re
away from Location 2C; the la«ers o er quick ascension to
relative safety and are easily spo‹ed; just lŒk for the ta
108 lamp iuminating the la«er from above.
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Raised Walkway Exit E ECTIVE


2F Both raised INFECTED
catwalks mt up
at this location
point. From here,
you can only
venture along a
single section
of boards into a
sma, covered
hut with an
orange sign pointing on toward the Safe Rm. Before
heading along this section of boards, ensure that your entire
team is with you and they are training their weapons on
foes ahead, as we as behind. Venture forward, sto ing to
grab any weapon lying on the table if nece›ary. Long-range Although outmatched by weaponry, the Infected have an
ordnance is gd to have when you head through the hut advantage over Survivors because the Infected can climb and
into Area 3. prowl areas that are ina°e›ible to humans. A key example
of this is the undergrowth on either side of the covered bridge
TIP along the raised walkway exit. If you can su°e›fuy pulverize
a Survivor and throŠle or savage them in a dark corner of this
The covered hut is a favored ambush point for the Special area, it takes extra time for human help to a¨ive.
Infected, whether human-controed or not. Use the table
Hiding behind trs to sneak and snag a straºler, or
as cover if a Charger a‹empts to slam into you with a long
aŠacking from acro› the water (or draºing foes into
charge down this section of bridge. Listen for the Charger’s
the water) slows down rescue aŠempts, which aows you
sounds prior to taking cover. aŸitional mauling time. There’s nothing quite as satisfying
as snaºing a foe on the raised walkway and draºing them
o„ to a watery beatdown (s picture), making the other
Survivors drop from safety to mount a rescue.

Area 3: Rudimentary Pathways to Safe R“m


Plank Country: Area 3 GeŠing Your Ft Wet
The sma jeŠy
at the end
of the raised
3A catwalk beyond
3B the covered
hut (3A) is a
reasonably
defensible
3C position. You
3D can bring out
3A
your favorite
Sniper Rifle
(picture 1),
3E and begin to
3F
methodicay
decapitate
any wading
enemies in
3G
the kn-dp
water ahead of
you. However, you nd to watch for Special Infected aŠacks
Finish from the sides; this is the perfect place to fl the pain from
a Smoker’s tongue-throŠle, so ensure that you have backup.

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The Infected have a tendency to charge in from behind


as you’re aŠempting long-range cuing, t, so kp your
Rusting Ba¨el
friends bunched together atop the wden steps and have 3D
two check the boards behind you for incoming groups of
the unwe and undead (picture 2). The lower platform on
the water’s edge delays enemies from clambering up at you,
which is handy, so stay on the platform instead of dro ing
into the water right away. When you’re ready to move, you
can head to a sma hut and rusting car on the right (3B), or
into the water to Location 3D.

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°e›ible if you wade into the water from the
these right now; caŸy 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 miŸle of the wdland
Ruœaging 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
aŠack 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 o„ers quick a°e› to the gra›y 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 miŸle 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 po›ible, the wds and scu¨y around the relatively dry perimeter
try this often-overlked route. The fence o„ers 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 miŸle of this
thicket.

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Safe Rm E ECTIVE


3G
INFECTED

Time-to-go time! Finish your initial swamp expedition by


fling to the Safe Rm—a culvert under the railroad Knocking Survivors o„ the raised platforms (especiay
overpa›, which is lit up by a powerful light aŠached to a using Smokers) where it requires the longest return
portable generator. You can sprint into the Safe Rm, then journey, and having other Infected waiting at the laŸers
use the was as protection. The entrance o„ers exceent when the human try to ascend back up, can cause mayhem
views of the wds you treaded out of, so you can cover among the humans. Finish them o„ with a Charger aŠack
your team’s straºlers as they race for safety. along the lengthy raised walkway exit to further weaken
their morale. A gd alternative is the mighty Tank; use it
to trundle into foes where they have limited movement.
In the forest and marsh locations betwn the end of the
raised walkway exit and Safe Rm, there are numerous
thickets from which you can launch an ambush, which
works especiay we if one of your Infected team begins
an aŠack that focuses aŠention of the other Infected
members of your team.

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. BaŠle 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 baŠle
on the plane, pre› onward through more fetid waters, pa›ing 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 a›et 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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Area 4: Waterlo²ed Wade to Crash Site

Start
Swamp: Area 4

4A

4B

4C

4D 4E

The Covered Culvert


Start When you’ve
a gathered
your desired
equipment,
unlock the dr
and pr out
into the glmy Rowboat and Lantern
swamp. You’
spot various
shambling
forms. This exit
is a reasonably
advantageous
area to cut down
the initial waves
of enemies. Have
two teaœates
Prima Official Game Guide

stand at the dr


(picture 1), while
two more exit
and move to the dry ground on the right. You can e„ectively
mow down any foes you s before slowly edging forward Although you can spend time wading through the swamp
(picture 2) toward Location 4A. water, it’s a safer bet to skirt the muŸy mire and remain on
the dry ground to the right. Blast through enemies (picture 1)
while heading forward into the glm until you spot a sma,
mred boat with a lantern on it, near a faen tr trunk. You

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can stay dry 4A


and hop acro› UNCO ON INFECTED:
the trunk onto MUDMAN
the boat and
It is usuay at this point, and
then up through
throughout this and the third stage,
the gap in the
that you’ encounter the Uncoœon
hedgerow. Make
Infected known as the Mudman.
a quick dash
Both a threat and an a—oyance,
toward Location
this subhuman scum is a hunched
4B, pausing
homunculus that scampers at you,
only to grab anything that may be resting on the boat.
throws mud to obscure your vision,
and then savages you with fetid
claws. In this example, an SMG has made short work of
TIP this short criŠer. Beware of problems sing when you
Prevent yourselves from bunching up tŒ much by having two encounter Mudmen; drop them at range.
teašates trek through the water while the others prowl the
dry area. Each teašate should be constantly checking their Glmy Sunrise
suŸoundings and yeing precise locations of incoming foes. 4C

The Dmed Parachutist


4B

The swamp di›ipates slightly and the trs thin out as


you reach Location 4C. You’ find the ruins of a cabin and
a sma jeŠy with a variety of items on it. Some of the jeŠy
Dash through the items (such as Propane Tanks) can be ca¨ied and thrown,
hedge gap and or used during combat when you reach the downed aircraft.
then fan out (but If progre› has bn going we, expect a Special Infected
remain ideay (such as the Witch shown) to hinder your team betwn this
on dry ground). point and 4D.
Watch for Special
Infected aŠacks Plane A roach
(such as Smokers
There are 4D
lashing and
thr po›ible
gra½ing you
pathways to
back into the undergrowth). Head forward through the miŸle of
Location 4D,
this copse of trs, toward the glmy sunrise in the distance.
but a involve
Foow the dry path betwn the two sections of water, toward
maneuvering
the remains of a parachutist sti dangling after his dmed fa
through both
on a tr above you (picture 2). Search his corpse for some
dirt ground and
(usuay) handy items. Check the guide map for two other
swamp water.
po›ible routes: around the left or right perimeter, both of which
Expect some
o„er a le› direct path to Location 4C.
Special Infected to impede your progre›, so kp your
teaœates close and actively watching for ambushes. Foow
the scaŠered plane wreckage, seats, suitcases, and other
TIP debris as you draw near to a large pa›enger plane that has
In nŠd of a weapon? There’s almost always a weapon of crashed into the swamps. Before you storm the plane and
worth on the dead parachutist. unleash a Horde, pick o„ any Infected swaying in the swamp.
Then a roach the fuselage.

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On a Wing and a Prayer As your team’s safety is likely to be compromised, have


one teaœate open the hatch and wait at the drway with
The plane a mel weapon to tear apart anything trying to squze into
fuselage has the plane from the wing; this is an exceent tactic. The rest
bn broken into of the team can retreat back to Location 4D, ideay onto
thr separate dry land. Then spread out, training your weapons on the
pieces, and Infected that leap over the plane’s structure. As the Infected
you can board have ground to cover, they are easily cued before they
the plane’s reach you. Careful aiming and constant checking on your
interior from any teaœates helps fend o„ any Special Infected. If you must
direction—near lark about in the water, inject yourself with Adrenaline so
the cockpit, you can move through the murk at spd. Continue the baŠle
tail, or (picture until everything non-human is bu½ling its last breath in the
1) through the swamp waters.
gap where the
left wing ri ed
away. The only E ECTIVE
way onward INFECTED
into the swamp
is to open the
hatch inside the
plane, but the
tremendous “clunk” the hatch makes as it opens (picture 2)
aŠracts the Horde. Therefore, you have to plan for survival
a°ordingly.

4E

The antics that have a—oyed the Survivors to this point


are just as useful here: Stay hiŸen and drag or puœel
enemies close to the thickets of brush and undergrowth
(picture 1), aŠack foes so they have to fight in the
water (picture 2), and make a concerted e„ort to aŠack
Survivors together when the Horde is unleashed at the
downed aircraft (also picture 2).
As you’ve used this tactic before, spliŠing up the
Prima Official Game Guide

Survivors is the main plan to try, which is easy if the lead


Although the hatch opens, aowing you a°e› onto the Survivors move onto the plane’s wing. Grab the first foe,
plane’s intact wing, this isn’t the most tacticay advan- aŠacking from the water below or the rf of the plane’s
tageous position to be in (picture 1). You’re almost instantly fuselage, but have other Special Infected preo°upy
swarmed by Infected from a sides as they clamber up onto other team members in the area prior to the hatchway, to
the wing and climb the fuselage to su¨ound you, and you’ further reduce their chances of a rescue.
take damage aŠempting to fend them o„. Even worse, it is
di„icult (almost impo›ible in fact) to backtrack to the initial
entrance of the plane (Location 4D). Either back up through
the hatchway, or maneuver over the tail section.
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Area 5: Tracks Past the Shacks

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 o„er
constant ambush o ortunities for Infected, both Coœon 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
teaœates, 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 aŠack from the front of the shack). Place a
though; you’re easy targets while out in the open. guard or two while your other teaœates 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 baŠle with any remaining Infected
forces (picture 1).
Instead of heading into the sinking building, move onto the
gra›y 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
aŠempt to swarm you. Have each teaœate 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 scaŠered
items outside of the shack. The scrubland rises slightly
Corpse Pile Roadway
to a buŠre› bank, beyond which is a sma, waterloºed 5E
peninsula with a rusting bathtub, refrigerator, and roŠing
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

You’re never altogether safe during these outings, but when


the backwds become quieter, make a sprint for the half-
submerged car and clamber up to the relative safety of the
road with the generator-powered lights . Location 5E features
the corpse of a man slumped against the back whl of his
Prima Official Game Guide

pickup, and a pile of Infected as we as items to a ropriate.


It sms other Survivors held out for a while against
Pr into the forested swamp by the outhouse near the overwhelming oŸs, but were ultimately overcome. Venture
skeletal shack, and you’ s a large but waterloºed down the road to the fldlight and the ba¨icaded entrance
wden structure in the distance. This is an Infected to a swamp viage (Location 5F), watching for any aŸitional
stronghold, a tactical location you must aŠempt to gain Infected incursions. The threats, especiay from Special
control of. This is achieved by careful pla—ing and exceent Infected, are sti very much real.
ftwork.

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Swamp Viage Safe Rm E ECTIVE


INFECTED
Whether you’re a
SpiŠer and want
to vomit at the
entrance to the
Safe Rm, or
you’re rampaging
through the
swamps as a Tank
(picture 1), the
same diversionary
tactics designed
to split up the
As swiftly as po›ible, pa› the fldlight at Location 5F and Survivors should
foow the right-side barbed-wire fence perimeter onto a flat, be aŠempted.
gra›y bank. You may be set upon by the shambling undead, Prone Survivors
so run for the Safe Rm and use the entrance to fire, swipe, trying to rise
or snipe from, hoering at your loygaºing teaœates to are another key
get in here iœediately! location to flock to; when your feow Special Infected do
their job, it’s up to you to aŠack any rescuers before they
can stand their friends back up again!
In aŸition, the Survivors are likely to be at their most
weary—and least competent—after the baŠle at the plane
and cro›ing to the submerged hut, so kp the pre›ure
on as they reach the roadway (picture 2); if you can grab
a Survivor and drag them down to the water, especiay
if others have reached the Safe Rm, this can cause
further a—oyance.

Shanty Town
Shack A acks: Shanty Town Overview
Although they held out against the oŸs for a coœendable 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 jeŠy decks that aow a°e› to a smaer, secondary seŠlement (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 aŠack 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 miŸle of the stilt huts is partic-
you want to head; when in doubt, lk for a burning ularly dangerous, as it is the only po›ible way
ba¨el or generator lamp. forward; expect extreme combat here.

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Area 6: Shanty Town Center


Shanty Town: Area 6 Iuminated Hut
The only 6B
building with an
exit as we as
Start
an entrance is
lit by a lantern.
Pa› the table
6A with the items
on it, step onto
the porch, and
6C
enter into the
6B
residence. Introducing any undead maniacs to the nasty side
6D of your mel weapon and locate the exit drway that is
o osite diagonay. Gather any flaœable objects you might
wish to explode later on, and exit onto the sloping ground
only after a four teaœates are close by; don’t get split up
6F 6E
and segmented.

NOTE
Although the guide routes don’t show ae into the many
6G shacks in this town, fŠl frŠ to check out each one of them
6I
6H
as you progre; usuay, a«itional items (and Infected) are
within them.
6J
O„al 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
teaœate back at a vantage point
the Safe Rm to to survey the
aow reloading seŠlement area
Prima Official Game Guide

while the others you’ve yet to


fan out into the courtyard su¨ounded by rusting vehicles encroach on,
and ramshackle buildings. Expect at least a moderate Infected move past the
threat as you inspect the porches and interiors of the four car around the
buildings, including a general store. There may be Fuel Cans back of the white trailer, and use the faen tr to reach the
you can use later, after you exit this initial area. Take what you trailer’s rf (picture 1). This not only o„ers exceent views
nd, and clear a the huts of items you want, mentay noting of the shanty town (picture 2), but also the swamp beyond
anything you can return to claim. the perimeter fence, where ma›es of the Infected may begin

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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 a›ault,
especiay if a
Pipe Bomb or
other helpful
item is used here. You can easily spot teaœates in trouble
(if they didn’t foow this route, or are waylaid by Special
Infected) and rescue them from this place, t.

Back of the Ba¨el Hut


6E
Another 6H
easily spoŠed
landmark, the
burning ba¨el
near the porch
of this shack
(Location 6G),
signals the
midway point
through the
shanty town. Go there via the raised platform from 6E, or the
waterloºed marsh and planks (as shown in the picture) from
6F, and make a quick check of the shack’s interior for items.
After a temporal lu in combat, drop from the trailer and Then pre› on, foowing the roŠing wden walkway to an
move toward the flaming ba¨el and around to the rear of the electrical lamp (Location 6H) close to a zigzaºing, raised
adjacent hut. There’s an expanse of water you shouldn’t be wden jeŠy. Spend a second checking the dark su ort
wading through (as it slows you down t much); instead, beams under the raised huts to your left, in case Special
head around to the raised wden platform. There’s an Infected lurk there. Then make a sprint for higher ground.
empty shack on the edge of this area, but this can’t be
a°e›ed. From here, you can move acro› the platform,
Raised Chalet
which gives you aŸed protection from foes on the ground. 6I
Or, you can work your way through the ba¨el hut and shack,
heading toward 6F.

On the Waterfront
6F

If you decided to go around the perimeter of the pond from


Location 6F, you’re able to dash up the deck stairs onto the
long front porch of this sizable chalet, which has a couple of
interior rms to cleanse of Infected and items (on tables,
in the kitcheneŠe, or on the L-shaped deck itself). This is
You can try aŠempting to leap the fence betwn Locations an optional area that is only useful if your team is low on
6C and here, or work your way around the exterior or provisions.
interior of the buildings from Location 6E. Either way, this
isn’t a particularly safe area, but one you may end up geŠing
stuck in before you properly situate yourself. Use the porch
decks, building interiors, and trailer as cover from foes,
and watch for foes clambering about on the rfs, as we
as wading through the muck on the ground below. Head to
Location 6G or 6I as sn as you can. 119
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JeŠy 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 aŠempting to pu you down into the INFECTED
water below, and check to make sure a your team is present
before heading acro› this platform jeŠy.

Raised Dead-End Shack


6K Although a
dead-end in
terms of routes
to take, the lone
shack farther
along the u er
bank from the
jeŠy junction
is actuay
reasonably
defensible and a gd alternate place to hole up with the rest of
your team if a larger group of Infected aŠempts to overwhelm
you. They can only reach you by clambering up and entering
from two locations, which means you can easily repel them.

Caution
Don’t make the mistake of wandering around the watery
pond betwŠn Locations 6K and 6M. Although you can reach
the exit fertilizer shack, you’re likely to be hešed in by the
ferocious undead.

Raised JeŠy to Fertilizer Shack Whether you’re pi—ing a Survivor with a Hunter (picture
6L To make a quick 1) or aŠempting to leap at enemies to drag them down
escape with into the water where the Coœon Infected have an easier
the minimum time ri ing them apart (picture 2), there are numerous
of slow-motion po›ible 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 jeŠy hiding in drways, on rftops, in thick undergrowth,
platform, pa›ing and near groups of Coœon Infected. Stay away from the
the fldlight light so you aren’t spoŠed as easily.
and heading
directly for the
fertilizer shack (Location 6M), which has a few scaŠered
items and an exit when you head inside. You can also reach

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Area 7: Shanty Town Bridge and Outskirts

Shanty Town: Area 7

7B

7A
7C
7I 7L
7H

Finish
7D 7G
7E
7F 7K
7J

Roaming in the Gloaming Bridge A°e›


7A Step out of the 7C
fertilizer shack
and onto a
rickety platform
(picture 1) that
leads into a
section of
extremely dense
forest and brush.
You may elect
7B to wait for a
moment and tag
the heads of any
wandering foes
7D
you spot in the
distance. Then
you’ maneuver
around the trs
and foliage,
searching for
the secondary outskirts seŠlement buildings (Location 7C).
As you trek through the wds, ideay through slightly
dryer ground than is shown in picture 2, expect zombified
resistance. The confusingly dense forest can cause havoc
if Special Infected aŠack. Your best bet is to race for the
relative safety of the building at Location 7C (which everyone
should be able to find) as sn as po›ible.
Reach the first raised structure via either of the ramped
entrances, or ignore the first building (Location 7C) entirely
NOTE and enter via the ramp near the mred rowboat. Move
A strange light can be sŠn in this section of forest, ahead directly up onto the exterior platform aŠached to the second
and to the left of location 7B. This is a sma glade with a building (Location 7D). Inspect both of these buildings
couple of corpses and a poible item or two to snag, but is closely, cuing the remnants of an Infected force that lo
otherwise optional. about in these parts. Both buildings may have a smaŠering of
items, including explosive tanks or Fuel Cans, which can
be handy.
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Move acro› and into the second building (picture 2), and
wait for your team to a ear behind you. The mechanical
winch you’ve spoŠed lowers a rudimentary plank bridge, TIP
but the noise aŠracts 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 soŸy state of repair and have
was 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 recošended, if not
imperative.

MiŸle Shacks: Horde AŠack!


7E

The exterior 7H
deck at
Location 7F
leads to a very
dilapidated
7F There’s no shack to head
geŠing 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 aŸitional 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 baŠling in the na¨ow interiors by dealing with Infected Instead, methodicay move and cut down remaining
coming from di„erent directions. Iœediately 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 aŸitional 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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Ba¨el Outhouse and Bridge E ECTIVE


7J You’re almost at
the Safe Rm,
INFECTED
so it’s imperative
you continue to
work as a team
and not make
any mistakes.
Although you can
avoid these two
locations (7J and
7K 7K) by aŠempting
an Adrenaline-
fueled sprint to
Location 7L, a
methodical trek
to reconvene
at the outhouse
lit by the ba¨el
(picture 1) is a
safer choice.
Drop any incoming Infected from the bridge, before heading
toward the structure itself (picture 2), which may have a
sizable Special Infected to fend o„. If this is the case, split
up and concentrate a fire on the foe. The wide expanse
of swamp aows you to cut down any powerful enemy in
seconds if you’re working as a team. Snipe the heads of
any wandering foes as you cro› to the hiy area on the
o osite side.
The key moment for a concentrated Special Infected
Deck and Safe Rm aŠack is just before and after the Survivors lower the
7L bridge. Na¨ow, stilt buildings are a must for coughing
grn bile on foes (whether you’re a SpiŠer or a
Bmer), while other Infected types slaughter Survivors
by draºing them into the water—this is especiay
important just before they reach the bridge because it’s
the only a°e›ible way forward. (A Smoker aŠack as
they walk acro› the planks is your best bet.) Once a
Survivor is incapacitated, the Coœon Infected do the
rest (picture 1).
The na¨ow decks are perfect for Chargers, but as the
baŠle-weary Survivors reach the bridge and climb the
hi up to the Safe Rm, you have aŸitional waylaying
o ortunities. Stomp them at the bridge (picture 2) and
hide in the thickets and drag them o„ the Safe Rm
With the wden bridge navigated, there’s now a sma hi deck to a—oy them at every po›ible stage until that Safe
to climb. A recoœended route is to stay to the left, which Rm dr closes.
aows easy ascent up the only set of steps to the deck
that the Safe Rm is aŠached to. Spread out to catch
any charging Infected in the cro› fire, then quickly dash
acro› the deck and wait at the dr to the Safe Rm while
providing covering fire for the rest of your team. You can
also try jumping up at the dr entrance, t, if you’re adept
enough. Saving straºlers who are being draºed o„ the
deck by enemies can be a real a—oyance, so try a ma› fl
into the Safe Rm for best results.

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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 seŠlement of roŠing 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 aŠacks. 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 weakne›es.
+ The finale is di„icult, 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.

Area 8: Plantation Vi¢age and Grounds


Plantation: Area 8

8B
Start 8G

8C
8A

8D 8F

8E
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Slaughter in the Shru½ery Shea Vaey Viage


Start Dawn breaks in 8C
the east (straight
ahead of you).
After completely
tling up in
the Safe Rm,
swing the dr
open, and begin
a methodical
head removal of
8A the shambling
corpses in the
low bushes,
pond, shru½ery,
and near the
trs in the
garden you can
s. Kp a
teaœate inside
the Safe Rm
so you can return and a°e› aŸitional ordnance. Highly
a°urate or scoped weaponry is advisable here so you can
easily deal with any wandering threats as you edge forward.
Foow one of the paths, taking care not to overstretch
your team’s positions, especiay if Special Infected a ear
to tear into you (picture 2). Foow the gaps betwn the
undergrowth to easily a°e› the initial buildings in this sma
viage, fa—ing out so you can aŠack foes from di„erent BaŠling through the main viage thoroughfare, or chsing
directions. any of the shacks to hide in as you progre›—each method
Shea Vaey Sundries has benefits and shortcomings. Staying on the main strt
is a great idea if you have a few Belt Items you want to
8B throw to hinder the Infected ma›es; Pipe Bombs, Molotovs,
and Bile a work we, as you can then enter any of the
shacks and gather aŸitional su lies. (Each of the five white
shacks may have an item to gather.)
However, kping out in the open aows Special Infected
to home in on you, and crowds of Infected to ma› around
you if, for example, you’ve bn vomited on by a Bmer.
Your lack of cover can be problematic unle› you’re watching
for Special foes and watching each other’s backs.
Staying close to the sma shacks (picture 2) aows you
to uncover a po›ible hiding place for a Special Infected (in
this example, a Smoker). The five shacks o„er protection
from the main strt, although there’s one way in and out,
There are two ways to enter the viage: the first is to simply so you nd a coeague to guard the entrance. Try not to be
dash through the open gate next to the warehouse marked overwhelmed if you execute a shack-to-shack search.
“Shea Vaey Sundries,” and the second is to encroach on
the warehouse itself, leaping into the open window, and
taking any cover o ortunities while a couple of your TIP
teaœates step around the corner and head into the main
strt betwn the two rows of shanty shacks. The Sundries The many dŒrways (at the entrance to each building, for
building usuay has one or two items of interest to plunder, example) make fantastic places to hold, with one teašate
as we as the aŸed cover. armed with a melŠ weapon, another behind with ranged
weaponry, and two other teašates in another location
a‹empting cro-fire takedowns.

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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 wŒden fence,
barn on your you may wish to a‹ract 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 aŸitional a of your
su lies and an exceent vantage point can be obtained. You teaœates
can thoroughly clear the road toward 8F from here, t. o„ering 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 melŠ weapons can be
laŸers, you
helpful inside the farmstead. So can aointing a teašate
could aŠempt
to guard the front dŒr 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 laŸer to the right of the main entrance, on
the building exterior. Ascend iœediately, and (if you’re first),
Prima Official Game Guide

stand on the porch rf and o„er 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 paŠern,
with one of your team checking behind periodicay for a
sneak aŠack. 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 trŠs, and It is incredibly important for a of your team to reach the
kŠn 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 teašate should chŒse a direction, and about after being struck by a Special Infected, they can’t be
ye if anything hoŸific charges in. rescued! You have bŠn 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, aŠacking 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 aŠacks on them just before they reach the entrance, or at the mansion laŸer itself. As the drop into the mansion
is a one-way a°e›, gra½ing a straºler and throŠling them means they can’t be rescued by their teaœates—a key
tactic to try when your SpiŠer isn’t go½ing a over the open window.

Area 9: Plantation Mansion and Gardens


Mansion Interior Plantation: Area 9
Exploration Finish

9A

9F

9E
Enter the upstairs chamber with the teŸy 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 SpiŠer 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 beŠer idea is to thoroughly ransack the mansion, taking out Infected
that might otherwise aŠack 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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9B and an entire of the hedges 9E


u er balcony from the guide
that provide map, and then
exceent sniping check out the
spots. Utilize the gardens. Near
guide map to plot the chemical
a tidy rm-by- toilet kiosk,
rm search with on either side
one teaœate of the stone
opening the dr, forecourt, is a
the second entering the rm and securing it, while others table, which usuay has some helpful items (including First
guard the rear and check for ambushes from behind. Aid Kits). As sn as your team checks in, move through the
gardens, launching into any foes that are an iœediate threat
(don’t waste time searching for foes as you’ have plenty
Caution to cu shortly!). Then a°e› the radio near the locked
The mansion has a number of miing flŒrboards, which rear gates. You make contact with Virgil. A°e› the radio a
your team should either edge around, leap over, or even second time and Virgil agrs to rescue you! Now it’s time to
drop through on purpose, rather than fa back through in a sit back, sip a Mint Julep, and wait for your boat to come in….
state of blind panic. Watch your step.

TIP
TIP Aigning tasks is another key plan if you’re after a quick exit.
Coect 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 nŠdle combat.
o foes during the finale. For this reason, coect items in
rŒms 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

Mansion Balcony Exploration Julep, and


prepare for
9C Before hideous and
aŠempting to ma› confron-
fl, it is wise tations with
to learn the countle›
mansion’s more Infected as the
defensible areas; Horde a ears
the balconies with increased
facing the rear savagery! Your
gardens are just plan is to simply
such a location. wait for help
The balconies are just above the ground as we as on the to a¨ive; Virgil
flr above, and the u er balcony (picture 1) is reached detonates the
by heading up either interior staircase. The balconies have gates adjacent to
both tactical advantages and disadvantages, but there’s also the radio when
a Heavy Machine Gun Tu¨et (AKA Minigun) on the central he’s ready for
u er balcony. This can ease combat if utilized properly. you to come
aboard, and
Mansion Gardens Investigation that only o°urs after you fight a ma› of Infected, various
9D Special Infected, and two waves of Tanks. They a ear over
Now slightly
the perimeter was of the gardens, as we as drop down
overgrown
Prima Official Game Guide

from the mansion’s rf. As tactical pla—ing is the key to


and featuring
your survival, there are plans you can try to minimize your
scaŠered
chances of being overwhelmed.
Infected loing
about, the rear For example, you can split into two teams of two; the initial
gardens can be a pair can man the u er balcony, with one person cuŠing
confusing place. down hordes using the Heavy Machine Gun while the other
Learn the layout guards the tu¨et from encroaching foes from each side
(picture 1). Meanwhile, the other two should move to the
radio, and then back up toward the mansion forecourt, as it’s
a liŠle easier to strafe around charging foes without hedges
128 impeding your movements. The low was are helpful, t,
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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 jeŠy 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 po›ible. Stand on the boat itself, then cover your remaining
others move onto the lower balcony. teaœates 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 teaœates when you’re about to throw a projectile (so INFECTED
only one is used at a time), and usuay aim for the miŸle of The
the gardens where you’ aŠract the most enemies. monstrous
Similarly, it’s definitely time to administer as many maw of a
chemical enhancements as po›ible. Injecting Adrenaline SpiŠer (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 aœunition. 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 spiŠle as the
waves with more Infected betwn the waves, depending on Survivors
the di„iculty 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-hiŠing weapons (such as the Grenade Launcher, them, and
A›ault Rifles and Auto-Shotguns), waylay it by covering it in aŠacking 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 baŠle 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 naŸowne. 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 aŠacking
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 sŠm safe because you have a boat figuring out whether it’s worth saving their friend
long-distance viewpoint to a‹ack foes as they close in, but who’s being riŸen around the hedgerows by your trusty
being hešed in, spat on, charged, and finay crushed by Jockey!
a Tank because you have limited lateral movement is a real
problem. Stay moving, with your team focusing on ma
cuing 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 intermiŠent
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.

Stage 2: Sugar Mi¢ Stage 5: Town Escape


An abandoned Virgil is a wily
sugar refinery had captain; he retreated
sn beŠer days so his boat wouldn’t
even before the be swamped by
apocalypse struck. the unclean ones.
Now an ominous, Now you nd
depre›ing to suœon him
presence hangs while fighting the
over this place. Can Page 139 elements and Page 157
you hear wping? crowds of the
You wi; wretched Witches lament their life here. Infected in a rftop finale on the burger store.

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 ma›ive Sob Story the Safe RŒm without kiing any
maelstrom of rain, Witches.
wind, and pr Page 148
Sti Something
visibility conspires Survive a campaigns on Expert.
to Prove*
to aŸ 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 melŠ
Construction workers driven rabid by viral
Crunches* weapons.
infections or worse liŠer the landscape in
this township. Noice-mu„ling head gear * Requires completion of this campaign, plus aŸitional 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 depre›ed 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 piŠer-paŠer 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 po›ible 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 Uncoœon Infected Road Crew ignores Pipe
a°e›ible rftops while the weather holds. Bombs, which makes them le› e„ective weapons.
Also watch out for Infected that foow you
everywhere, even onto rftops.

Area 1: Burger Tank to the Kiªie Playground

Milltown: Area 1

Start
1C
1A 1D
1B

1E

1F
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outside the front 1A


A.I. DIRECTOR’S CUT of the eatery,
and the other is
Vehicles parked throughout this area may be alarmed, so
bolted to a wa
lk for warning information and avoid them a°ordingly.
in the kitchens.
“Signal at me when AŸitional items
of worth are on
ya git the gas!” the rf, such as
Propane Tanks,
Start It’s as Virgil pus but the main
away that your cache is around the cash registers (picture 2), on the counter
team realizes pa›-through, and the patrons’ tables—there are a large number
you’ve left of First Aid Kits, weapons, items, and aœunition. Do not waste
the “gun bag” any of this; in fact, you are encouraged to leave as much of
on board the it as po›ible so you can grab it during the finale, when you
Lagnia e, which return here with the diesel fuel.
means you nd
to scramble for The Two-Mile Trek Begins
armaments other Exit the Burger
than your basic pistols. Check the area in front of the parked Tank premises,
jp and either side of the Burger Tank eatery that you’re and take up
standing in front of. There are aeys you can sht through, a defensive
but it makes more sense to enter the premises. position as a
team. Check the
nearby Tip in this
TIP guide for advice
Unlike other campaigns, you’ return to this section of the on defensive
mitown, and the sugar mi, once you secure the fuel. This movements as
1B a team. Your
means that the items you find (and deliberately leave behind) wi
remain here for you to pick up during the return trip. Because task betwn
the return trip takes place during a fierce storm, you may wish this point and
to leave items you think you’ nŠd then, so you’re not left the end of Area
high and “dry.” Don’t waste items now! Use your molotovs and 2 is to search
pis on the way there, and save Bile Bombs (water-prŒf tank the premises of
weapons) and Adrenaline (water spŠd bŒst) for the return. any buildings
you wish, and
(obviously)
Caution continue toward
the Safe Rm. A clockwise inspection of the strt reveals
Unlike the other game modes, items are not available on the return a corpse pile near the oak tr (picture 1), a boarded-up
trip during Versus mode; grab whatever you want before it’s gone! building, and a gas station empty of fuel acro› the strt.
Remove any threats nearby (picture 2). The only available
Spiing Some Special Sauce fuel is at Ducatel Diesel, two miles away. Unfortunately, this
road is blocked in both directions.
Although
not imperative,
you can spend
a liŠle time
learning the
layout of the
Burger Tank’s
rf (picture
3). It o„ers an
exceent view
and is somewhat defensible, although any ma› Infected
marauders can be repeed with a Pipe Bomb (picture 3).
When you’re ready to move, head acro› the gas station
Step through the back entrance, ideay brandishing a Mel
forecourt, watching for any aŠackers near the marked
Weapon if you’re wanting to bathe in Infected o„al (picture 1),
container big rig (also picture 2), and scale the wden
and hack your way into the Burger Tank premises. The place
board. Make sure you a drop down at once, so you’re a in
isn’t particularly defensible, with open windows and drs to
the same section of town. (Although you can climb back
the sides, front, and back, and a hole in the ceiling. But there
over the fence to rescue any straºlers.)
are two laŸers leading up to the rf, and these routes o„er 133
a liŠle more protection. One is leaning up against the overhang
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Slaughter on Second Strt


TIP 1D

Surviving house-to-house searches throughout this stage


involves learning the best facets of close-quarters fighting
and building infiltration. But first, when you’re outside,
moving in a lŒse, diamond pa‹ern is advisable, with a team
leader foowing the route to the Safe RŒm and others
checking the flanks and rear for constant ambushes.
When more than a few Infected strike, move into more
of a line or crescent if your foes are heading from a single
direction, or close the diamond pa‹ern tightly if your
enemies are coming in from multiple directions. Don’t get in
each other’s way.
When you’re infiltrating a house, it is safer to work Drop down from 1E
in pairs due to the naŸow interior spaces. Close-aault the pickup truck
weapons (Shotguns and MelŠ Weapons) are recošended and fan out
for building investigations, but you must know which onto the strt
buildings are along thoroughfares, and which are away from beyond. One of
the main path and only nŠd inspection if you’re wanting you may wish
items. to stand on
the truck and
Your first teašate should open the dŒr, step inside, o„er long-range
and move to the side so the second teašate can provide sniping cover
covering fire. Work through each interior rŒm in the same (picture 1;
mažer until the building is cleared of the undead. Place a watch out for
teašate to guard every ae to the outside, but kŠp rear aŠacks)
everyone inside the building for a«ed protection. Your while the others
house-to-house investigations should continue with this investigate this
tactic in place. area, nicknamed
“Second Strt.”
Back Lawn Ma›acre Begin with
1C a clockwise
search, pa›ing
a boarded-up building on your left (s the Note) that leads
to a swift and brutal Infected takedown (picture 2) at the
ba¨icade.
Acro› from the pickup is a white shotgun-style house
for rent (shown on picture 1); it is boarded up, as are the
other two homes in this area. However, the lean-to garage
on the other side of the ta fence adjacent to the pickup
usuay has a prize to find. Next to the white house is a
sma kids’ play area (1E): This is where you should move
to as swiftly as po›ible. While you’re checking the strt
for foes, don’t mistake a wandering Witch (picture 3) for
a Coœon Infected, or you’ be badly wounded and your
Drop down onto the unkempt gra› behind two boarded-up
team, swarmed. If a baŠle begins, there’s some protection
houses. Neither house o„ers a°e› to the second strt
to be had by aŠacking from the house balcony or the kiŸie
beyond and the bushes are t thick to struºle through,
climbing frame.
so check the side areas for items and then climb the laŸer
pro ed up against the white trailer. The first teaœate up
Prima Official Game Guide

onto the trailer rf should stand atop it as the rest move up NOTE
and over, and make sure no aŠacks from behind o°ur.
The boarded-up building to the left of the trailer as you
come in from Location 1C is actuay the Safe RŒm
betwŠn Stages 4 and 5 of this campaign. It isn’t cuŸently
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 recošended. 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 spo‹ing O„ering 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 aŠached 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 Coœon brethren,
Special Infected that may be lurking inside. There’s a balcony
and aren’t a„ected by noise to any
on the second flr, t, but it only overlks the playground.
great extent. Tackle them in the usual
ma—er, but don’t use a Pipe Bomb
and expect them to run to it; they TIP
are completely una„ected 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 generay. 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 nŠd them during the return journey.

Under Construction
1F The pa›age
betwn
the kiŸie
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 o„er the Special Infected more hiding places than many
can expect a previous stages. Because every corner is a potential
po›ibility of ambush spot, work out some times to jointly aŠack 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 ma›es and strike. Try spliŠing up the team and la›oing 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 aŠack,
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 aŠacks 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 o„ers gd sniping
views of Locations 2A and 2B. You can drop down to the
aeyway, the gra›y area, or the parked vehicle or continue
to snipe from this high position. 135
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Area 2: Str£ts of Rage


Milltown: Area 2

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

laŸer (picture 2), and the house on stilts can a be searched.


When you’re ready to explore the third strt, move out Remember to leave items for your return, and watch out for
from betwn the two wden buildings, and check the area interior ambushes by Special Infected.
for enemies, moving in a clockwise direction around the
gra›y field, past the road block and the house on stilts that Savagery at the Garage Sale
you can’t enter. The tr with the “garage sale” sign on it Continue moving 2C
hints at the direction you must travel; head down the road, past the refuse
optionay pausing at the white ranch house. You can explore container and dirt
inside the ranch house and claim items you want. Note pile to the truck
significant caches for the return journey. blocking the end
of the strt,
which forces
Caution you toward the
Remember! As the weather becomes more inclement, you’ garage sale. It
reay wish you left that Adrenaline in a house so you can has a surprising
use it to sprint through the water. Don’t grab items that wi display of handy weaponry and other items. Grab anything
you reay nd, save the rest for the return journey, and then
be more useful later!
check the metal trailer on the other side of the strt for any
Ambulance Chasers foes sneaking up behind you. From here you can return to
the sale. Use the tr house to gain some height (and sniping)
2B
advantages (check for a Sniper Rifle up here) if more than a
few Infected are roaming about. And you can enter the garage
sale house, or plug at foes inside from an open window.
Head to Location 2D via the aey betwn house and garage,
through the house itself, or via the na¨ow fence aey.

Fury on Fourth Strt


2D

It’s begi—ing to driÂle a liŠle. You can’t enter two of the


trailers on the far side of the strt (check the third one
on the right near the ambulance), so head past the rusting
metal trailer and begin to cleanse the area around the parked
ambulance in the miŸle of the road. Be sure you clear out the
foes (including a po›ible lurking Special Infected) betwn the
stilts of one of the buildings with another “garage sale” sign
on the ground in front of it. From this point, the ambulance,
Step out into the fourth strt away from the Burger Tank
half-burned house with a rf you can climb up to via a
(1A), which is important to remember when retracing your
steps. Make sure you check the back of the pickup truck
for a po›ible item and then lay waste to any grotesques
roaming the thoroughfare. Even a cursory glance reveals the
road is blocked to the left, and the two nearby buildings
are sealed.
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2F

Instead, move along the strt until you can s a high Safe Rm, with the covered garage containing a spdboat
(and impenetrable) fence ru—ing along the right side of the (2F), isn’t a°e›ible. 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 po›ibility, and then you can exit your teaœates as they do the same.
onto a side deck, near a laŸer 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 rŒftop? Then you can bound acro
to the other houses on this side of the strŠt and reach the
Safe House (Finish) without se‹ing fŒt on the ground. This
is particularly useful if a Tank or other nightmarish cri‹er is
roaming the ground; you can take it down from height.

Caution
Leaping on vehicles, something that you could a‹empt 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
sušon the Horde if you don’t have to!
after an interior exploration goes ho¨ibly wrong for the
Giœe 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 aŠacks from di„erent directions at the
same time to further fluœox your foes, and pile on
the pre›ure by piºybacking onto a Tank’s or Witch’s
rampage to reay haœer the point home. Finay, try
raising the alarm: Drag or bump a Survivor into a car so
the Horde is suœoned.
Prima Official Game Guide

Avoid a calamitous end to your area exploration by avoiding


the alarmed cars as you trek down Fourth Strt, using
the tarmac or rftops, and pausing at the next house (the
yeow one with the refuse container fied with dirt to the
right of it) to explore inside it. The final house before the

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Sugar Mill
Where Witches Roam: Sugar Mi¢ Overview
A dilapidated sugar mi, consisting of an o„ice, 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 aŠract 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 aŠacks after you ca the elevator. A›uming 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 teaœates 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 recoœended, 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„.

Area 3: Entrance and Refinery 1

Sugar Mill: Area 3


Start

3A

3B
3C

3E
3F 3D

3G
3H

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Duke It Out at the Ducatel Mi Ho¨or at the


3A This location has
a number of Belt
Mi O„ice Entrance
Items, a First Aid 3B
Station, and Kits
to take, but resist
this temptation
because you’ be
returning to this
exact location
later on. Make
sure there’s enough items for both o°asions. Head down
the stairs, checking the darkened storage rm for aŸitional
su lies (usuay an explosive Propane Tank) before ste ing
out and situating yourself at the entrance to the Ducatel
Sugar Company Mi (picture 1). Only another mile to go for
fuel!
When you’ve
cleared the
exterior road of
foes the best
you can, enter
via one of the
windows into
the mi o„ice,
which is a
two-flr a„air
(however, the u er flr is only a°e›ible from the first
refinery building (near Location 3E) and wi be utilized during
your escape). For now, watch for prowling Infected (picture
1), including Special Infected that have an ambush pla—ed.
Search the sma o„ice rms if you’re lking for items,
then exit via the only exterior drway (picture 2).

Firing on A Cylinders
3C

Of course, it’s a lot easier to obtain a baŠering at the


hands of the Infected, who tend to rush out of the entrance
windows (left and right of the sealed double drs), or
aŠack from the blocked road from either side of the building. Step outside. The driÂle is turning to a light rain. Pa› the
A steady stream of foes is likely (picture 2), so lob a Pipe rusting truck and container and check the coection of
Bomb into a corner (picture 3) and watch the foes swarm it concrete tubing and cylinders under the large oak tr for
Prima Official Game Guide

(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 baŠering). this U-turn by ru—ing toward the garage dr next to the
portable toilets. Watch for Special Infected aŠacking 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
was. This pipe also aows you ae to an uer catwalk,
which you can investigate further. It leads to the uer
flŒr 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.

Refinery 1: Exit and


Exterior Aeyway
3E 3F

Once you’re in the garage, you may be aŠacked 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.
o„ers 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 o„ice 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 siŠing 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

There are a few choice areas where, with careful pla—ing


among the Special Infected and a bit of luck, you can
decimate Survivor morale and severely impede their
progre›. To begin with, use your height advantage to
scale rftops, walkways, and pipes so that you can
drop down or drop your o„ensive aŠacks on the foes.
Refinery 1 is a great place to try this out, but the mi
o„ice itself is also a gd place to ambush, with its
darkened rms that aren’t easy to clear. The garage
(shown) is a gd place to strike, t, as space is tight.
Also be sure your SpiŠers vomit in na¨ow pathways, and
that you time your aŠacks alongside any Witches.
3H There are
items inside the
cabin that you
should save
for later, but
there’s no time
like the present
to demolish the
ever-present
Infected threat,
which is likely to include a Special Infected or two (picture
2). Stay relatively close together as you cut down these foes,
then make a long left turn out of the building completely so
that you’re facing in the o osite direction—an aeyway that
runs betwn Refinery 1 and Refinery 2 (pictures 3 and 4).
Continue cuing as you progre› down here. Expect a few
more lost souls to aŠack you, and be extra careful as you
head into another patch of gra› with a couple of rusting
sheds (picture 5): A Witch may be lurking here. Inspect
the area for items, then run up the conveyor belt to enter
Refinery 2 (4A).
Prima Official Game Guide

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Area 4: Refinery 2, Plant Ruins, and Cane Field

Sugar Mill: Area 4

4B 4A

4C

4D

4E

4F

4G

Finish

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Into Refinery 2 … … And Out the Other End

4A 4B

At the top of the


conveyor belt is
Refinery 2, which
is more struc-
turay sound
than the first
refinery, but sti
in a te¨ible state.
It’s made more
dangerous by the
ravenous ma›es gathering below you. Sht them from atop
the belt (picture 1), or drop down and engage them at closer
quarters (picture 2), depending on whether more dangerous
enemies (Special Infected, Witches) are in the vicinity.
Beware of geŠing caught in a corner of the refinery (picture Check the left wa for a dr to a sma storage rm where
3) as you progre› forward. Circle-strafing around your foes items may be located before heading back outside and
while checking the catwalk above for the return journey is moving along the gra›y flr, past a portable generator and
your prefe¨ed plan here. conveyor belt (picture 1). Leap onto the remains of a catwalk
near a second generator (picture 2), or head right, under the
catwalk and around toward the right perimeter wa. At any
stage you may stumble acro› a Witch, so be ready to lower
TIP your weapons and cut down foes without risking a Witch
The drop from the conveyor belt is another problem area headshot. Drop o„ the catwalk if you’re taking the main route
Prima Official Game Guide

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.
išediately heading north through the gap and droing
back into the aeyway betwŠn the buildings. This aows
ae to the patch of gra and rusting sheds again.

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Outside Loading Bay 4D


4C

Enter the
Move into a
building
more open area
together, and
with gra›y 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 iœediate
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
aŸitional 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 laŸer (if you’re wanting
3). Push your way up the stairs to the top flr; aŠempt 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.

The Plant: Four Flrs of Fear TIP


As you should have discovered by now, areas of light (such
as flŒdlights or burning baŸels) hint at where you must go.
LŒk out for these visual clues constantly if you’re unaware
of your suŸoundings.

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 slašed or stŠred o a
ledge to their dŒm!

Plan your movements inside the main plant ruins carefuy,


as it’s arguably the most dangerous area yet encountered.
Aside from a po›ible Witch presence, you’re likely to mt
considerable resistance from both Coœon and Special
Infected, especiay as the center and some sides of the
building are completely open, which means your foes can
str, push, or pu you o„ the sides and into a death
pluœet, if you’re not helped up.

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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¨a›ment 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 nece›ary. A close-combat
location. This shouldn’t be a problem for the baŠle-hardened or Mel Weapon and quick aŠacks are best.
crew you’ve a›embled, 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 sušoning 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 waop of o ensive fun to your forth- Otherwise, this
coming blŒdle‹ing! This ba‹le is also a gŒd time to use a team member should tag foes ru—ing 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 cas for it): Step into the darkened side of the
plantation below. building if your team is a‹acked by a Special Infected, and
They a ear on move and slay constantly if a Tank aears. Don’t drift tŒ
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 teaœate
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 ru—ing
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 buŠon. The elevator now
around the co—ecting ledge and out from the shadows to
descends slowly to the sugar cane plantation below. As you
the left of the ba¨el. This teaœate 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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4F The Last Gasp of Gas


No maŠer which 4F
part of the road
you staºer
onto, sprint
forward toward
the central
part of the gas
station (picture
1). Engage any
Infected at the
pumps (picture
2), pushing
yourself into
When the the cafe interior
elevator touches adjacent to
dirt, step out of the Safe Rm
the second gate storerm, and
(to the right of watching lest the
the first one), last Survivor is
check to make kidna ed by
sure no Special Special Infected lurking on the rf. Also beware of Witches;
Infected are picture 1 shows two wandering the road and the area around
lurking. Then the pumps ! Once you’re inside the Safe Rm, check the
head into the cane field. It is wise to use landmarks to help was for poignant me›ages, and then ready yourself for a
you; climb up the central i¨igation pipe (picture 1) for a gd wet and wild ride back to the boat!
view while others check the sma cabin for lurking foes and
items. Then begin to rush through the sugar cane,ideay
foowing a straight line and kping as tightly together as
TIP
you can. Mel Weapons are best so that you can hack
down any menace without swinging around t wildly and If you aidentay cause a Witch to react, get a of your
losing your bearings (picture 2). team to blast her išediately and kŠp the firearms
pumping until this she-beast is twitching. This can prevent
It’s incredibly easy to get lost inside this field, so be
sure you plot a course and stick to it. One of the easiest to her from lashing out with her incredibly sharp talons.
foow is to sprint alongside the miŸle pipe until it ends, and
then continue to move directly toward the ta “GAS” sign E ECTIVE
and around either side of the copse of trs and onto the INFECTED
road. By far, the biºest concern is being aŠacked by Special Don’t forget
infected or Witches (picture 3). You must be ever vigilant, that the
and don’t just club or slice anything that moves; the number conveyor
of Witches in this campaign should have made you modify belt at the
your aºre›ive behavior. very start of
this area is
a great place
NOTE to pu or
It’s almost worth losing a teašate to reach the Safe str a foe
RŒm in Realism mode if one of your team gets stranded back into the
somewhere in the field, as it’s almost impoible to find gra›y area and halt Survivor progre›. Refinery 2 has
them; you could use the mi«le pipe to stand on and search dozens of corners, catwalks, was, and other locations
for a cošotion, though. Or if you’re the one incapacitated, from which to ambush the team, although you’re likely to
you can shŒt straight up so your teašates have a chance be le› su°e›ful due to the open space. Instead, save
to sŠ you. your savagery for the husk of the plant building, where
there are four flrs of darkened corners, and only
o°asional protective ba¨iers stand betwn your victim
TIP and a death pluœet. This building is a dream place to
turn the humans’ advancing into a nightmare (as shown).
LŒk for ta landmarks when you’re heading through the Finay, use the lack of visibility in the cane field to your
cane field, such as the gas sign, or the copse of trŠs advantage, puing one Survivor away from the pack and
ahead of you, which indicates where the road wi be. then another. The field is a gd place to start multiple
aŠacks from di„erent directions.

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Mill Escape
Spi¢ing Bl“d in the Flash Fl“d: 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 preŠy 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 pla—ed; 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 di„icult to spot.
normal; you don’t want to disa ear into the storm, Although maneuvering over catwalks is recom-
especiay during the cane field cro›ing. 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 e„ectively, 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 progre›ing.

Area 5: Backtrack through Field, Plant, and Refinery


Map on next page
Open the Safe 5A
A.I. DIRECTOR’S CUT Rm gate and
The Director dynamicay controls the stormy weather fight your way
throughout this stage. Particularly powerful storms outside into
du the “glows” around your teaœates, and suœon the gas station
a Horde. Sk shelter each time a squa hits. forecourt. The
weather has

Into the Maelstrom taken a turn for


the worse, and
Start If you’ve bn you nd to
baŠle through 5B
leaving behind
choice items rain, wind, and
throughout the o°asional
Stages 1 and 2, fierce squas of
you can now vicious, pelting
gather as many precipitation.
pieces of helpful You can sti
equipment as introduce an
po›ible from Infected’s head
this point onward. A four of you now have Diesel Cans to your aiming
stra ed to your backs, but this doesn’t impede movement prowe› (picture 2). Forked lightning arcs through the skies
(or what you can ca¨y), so heal up, grab Adrenaline if and there’s liŠle time to diy-day. Romp into the sugar cane
Prima Official Game Guide

it’s available, and ransack the gun cabinet for aŸitional 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

Mill Escape: Area 5


5D

5C

5B

5A

Start

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Tanks are 5D
TIP particularly
troublesome,
The weapons you caŸy should vary slightly due to the as their aŠacks
inclement weather conditions. With decreased visibility, knock you
you’re be‹er 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 periodicay, 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, trŠ, 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 iœediately below, cuŠing down foes along the way
either of the ones shown, or hu¦ing the left or right sides (picture 3).
of the field) betwŠn 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 po›ibility 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 gŒd
horizon landmarks to lŒk 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 mu„les
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

o„ers 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 Coœon 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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A far beŠer You can foow 5G


plan is to burst the gra›y
out of the cabin, ground, or climb
leaping at the onto a second
yeow laŸer catwalk and work
and scaling your way under
the first of the the section of
two rusting vat refinery with a
towers. You rf, or drop
might even find down and retrace
an item or two at the top! You’ definitely encounter foes, your steps along the now-soŸen gra›y flr, which o„ers
so slay them at the start of a catwalk (picture 1), then move slower progre› (but aows you to a°e› the storage rm
acro› to the second tower and bag another Infected or two you may have overlked or left items in before sundown).
(picture 2). The catwalk continues into Refinery 2. If you a used Adrenaline back at the coapsed catwalk (5D),
run a the way to this point. Whatever route you take, the
conveyor belt isn’t a°e›ible. You must turn left, clamber
TIP over the pipe, and drop down into the aeyway betwn the
two refineries (picture 2).
If you’re in the water, or were knocked down into it,
simply head toward the refinery. Don’t be tempted to use
Adrenaline (although you can if there’s plenty to find sti
ahead of you). There are longer waterlo¦ed stretches
NOTE
where you can employ this trick. You can check the conveyor belt and sheds, using the ramp
to return into Refinery 2 if someone nŠds rescuing.
Unle you’re playing in Versus mode, you should already
roughly know the items that are easily available betwŠn
here and the Burger Tank building back in the mitown. This E ECTIVE
means you can use up items in preparation for graing INFECTED
more! So utilize as much o ense as poible, as often as
poible.

Caution
Pipe Bombs and Bile Bomb are your projectiles of choice.
Molotovs have a tendency to fi»le in the cuŸent climate.

Ru—ing through Refinery 2


5F

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, aŠack 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 aŠacking. 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 di„erent 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 aŠacking inside
Infected aŠacks and even the random a earance of Witches Refinery 2 are much the same as before, although your
(picture 1), in aŸition 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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Area 6: Retreat to the Safe R“m

Mill Escape: Area 6 Finish

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 teaœates and suœon
a Horde. Sk shelter each time a squa hits.

Let There Be Light


6A

fldlight (picture 1) and then turn the corner, facing the


ruins of Refinery 1. To your left is a cabin, which hopefuy
contains Adrenaline and other gdies you can use. Fl the
scene, or stay and systematicay drop those who sk to
destroy you (picture 2).
Prima Official Game Guide

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 teašate shout directions for
betwn refineries, so race along the ground toward the everyone, and the rest foow.

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Let There Be Fright


6C

Special Infected that are likely to be waiting in this vicinity.


Move to the miŸle of the refinery, which can be a°om- Beware of aŠacks from either side of the road, and even in
plished on either an u er catwalk, or a lower watery wade. the darkened rms inside the building that houses the Safe
(It’s at this point, or just after you pa› Location 6B, that you Rm!
should think about employing Adrenaline and racing a the
way to the Safe Rm.) Expect more Coœon Infected on E ECTIVE
the ground, usuay with Special Infected lurking and ready
to pounce, spit, or claw. Just to the right of the drway
INFECTED
(shown) is a laŸer (not shown), which aows you to get up
to a pipe and the continuation of a catwalk leading into the
u er flr of the mi o„ice (6E).

The Long and the Short of It


6D If you had to
abandon the
u er route into
the mi o„ice
(due to rescuing
a teaœate, or
someone losing
their way), the The first refinery has a gd deal of dark corners to
next best route hide in, including the side of the cabin and under or atop
is through the the catwalks. The water and slow-moving wading the
garage and out into an extremely soºy lawn area with the Survivors must aŠempt if they aren’t using the catwalks
cylinders and container trucks. Rush around this location is obviously beneficial to your cause, so strike here
and into the o„ice without delay. or congregate outside the sugar mi entrance. There’s
nothing beŠer than la›oing a human (as shown) when
Sking the Soºy Safe Rm they thought they were only steps away from safety! Use
6E rftops, bushes, vehicles, and other hidey-holes from
which to make your move. In one particularly impre›ive
strike, a Charger managed to run over thr humans
inside the building in the dark rm adjacent to the
Safe Rm itself. Multiple, relentle› aŠacks can reay
demoralize your foes.

Whether you a¨ive at the mi o„ice via the u er flr or


the side drway from Location 6D, you are just steps away
from the Safe Rm, but you aren’t safe yet! Sht lightning
(picture 1) iuminates the sky briefly, but that won’t show the

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Return to Town
Slaughter acroš 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 di„erent compared to
your first visit through these strts. Of course, the weather is as ho¨ific as the aŠacks 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 po›ible
close you are to the Safe Rm because you’re hiding places for the Special Infected; pay aŠention
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!

Area 7: To the Safe R“m on Second Str£t


Map on next page

A.I. DIRECTOR’S CUT 7A

The Director dynamicay controls the stormy weather


throughout this stage. Particularly powerful storms
du the “glows” around your teaœates and suœon
a Horde. Sk shelter each time a squa hits.

Fourth Strt Retreat


Start

how important fling in a swift but calm ma—er is to team


morale. Ready? Then open that gate and use the elevated
position to tag the motley crew a›embled below. Sometimes
a Coœon Infected swarm comes (picture 1), and you can
elect to fl, or retreat up the steps and cut them down as
they try to bound up the steps.
When the coast is clear, or you decide the time is right
Prima Official Game Guide

to make a dash for it, you can run up the flded strt,
Before you leave the Safe Rm, make sure two maŠers optionay using Adrenaline. However, a slightly safer option
are aŠended to: first, you’re fuy healed, you’ve gra½ed is to ascend the laŸer 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 discu›ed 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

Finding the Aey


on Fourth Strt 7D
7B
7C

7B

7A

7C Move from the


second house to
the third (via the
rf if you wish). Start
Head up onto the
rf for safety if
you’re becoming
su¨ounded
on the ground,
or dive inside
to avoid a storm (but watch for Special Infected inside).
Ransack the place for items, then head acro› the backyard Although it sms di„icult to spot exactly where to go,
with the white pickup truck half-submerged in water (picture you must remember that light guides your way. Move to
1). If you tk the strt to reach this point (7B), be sure Location 7C and you’ spot a house with wden siding,
you’re ho ing from car to car (if they aren’t alarmed), and iuminated in the rain, near a couple of vehicles (one is
stay out of the water as often as po›ible, ru—ing on the inside a rickety garage). Betwn the two buildings is the
sidewalk that is sti visible. aeyway (picture 2). A water tower (not a°e›ible) is a
landmark in the distance. Head down the aeyway, betwn
the house and the fence on the left, or through the house
itself if you require some items you may have left earlier.

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A Wade through Third Strt Storming through Second Strt


7D Whether you exit
via the house
or aeyway, you
a ear back
where the garage
sale was being
held (picture 1),
near the tr
house and large
ru½le pile. This
7E road is more of
a river, so this
is the perfect
time to use
Adrenaline. If Now you’re at the 7G
this isn’t feasible, aeyway with the
beware of white, wden
Infected gra½ing two-story building
at you from the on your left, and
darkne›, and the she of a
wade up the strt. Or leap onto the ru½le pile, then to the building to your
porch of the building, and then to the open trailer adjacent to right. Chse
the ambulance (picture 2). a route that
leads you past
7F
the aeyway to the faen picket fence and kiŸie playground.
Heading through the wden house (picture 1) kps you
slightly le› soºy, but expect Special Infected aŠacks.
7H You’re almost
at the Safe
Rm, so use
the remainder of
your Adrenaline
(which is best
taken at around
Location 7E)
if you’ve bn
ru—ing through
From here, you can s the large oak tr and a half- here and pushing
flded car on the road/river. You can use this car as an foes aside.
“island” (as long as the alarm doesn’t sound) and repel Spd past
enemies from this location. Some or a of your team can the playground
also climb up onto the open trailer and jump acro› the (picture 2) and
trailer rfs to reach Location 7F, where you can s the onto Second
light of the white wden house (picture 3) with the skeletal Strt (picture
she of a second building to the right of it. The na¨ow 3). At the parked
aeyway leading to the playground is here. car, lk up the
road and locate
the building on the left side of the strt with the light on.
TIP This previously sealed location is your Safe Rm next to
the white trailer and pickup you scrambled over on your
Prima Official Game Guide

Is water-wading becoming a problem? Then lob a Pipe Bomb way through here before. There’s no laŸer this time, so you
if you’re constantly under a‹ack from foes; it sti works just can’t scale the trailer. Move to the Safe Rm instead. ScuŠle
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 prepla—ing (picture 4)!

TIP
Before you close the dŒr, it might be wise to grab any Pipe
Bombs, Bile Bomb, or other equipment dŠmed neceary
by your team that you’ve left in the strŠt before finishing. A
156 fuy loaded team is imperative for the final push out of town.
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E ECTIVE
INFECTED

Area 7 o„ers a the rftops, tr-hiding, and bush prowling you had during the second stage of this campaign, but
with the aŸed 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 aŠacked by Coœon Infected. If the team decides to split up, dark
aeyways are an exceent place to la›o 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 aŠack 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 cro›ing the waterloºed strts (the last perfect
time to use Adrenaline). Iœediately light up the rf sign. From this point, you simply nd to survive a relentle›
onslaught of enemy aŠacks, which includes periodic storm squas, ferocious clawing by Coœon and Special Infected,
and two Tank aŠacks. Finding a gd, defensive position (ideay inside the eatery) can make a the di„erence. SpliŠing
your team up is just asking to be taken out back and puœeed. A›uming you survive, ho½le onto the deck of Virgil’s
boat as sn as it is spoŠed.

+ Pick a teaœate 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 po›ible, 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
aŠacks. a dark corner that’s di„icult 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, Coœon, and Special Infected a aŠacking at
sn as you can. once spes dm for your crew. Instead, preo°upy
the Coœon folk by lo½ing a Pipe Bomb or Bile
Bomb.

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Area 8: To the Safe R“m on Second Str£t

Finish Start

8A
8D 8C
8B

A.I. DIRECTOR’S CUT


The Director dynamicay controls the stormy weather 8A
throughout this stage. Particularly powerful storms
du the “glows” around your teaœates and suœon
a Horde. Sk shelter each time a squa hits.

Back Lawn Ma›acre (Redux)


Start Stop! The
foowing fight is
incredibly tense,
dangerous, and
takes place in
a particularly
compact area,
so you must (picture 1) or other hand-wielded zombie kier can cut
Prima Official Game Guide

equip yourselves swathes through the ma›es—another mandatory task. Third,


with the finest Adrenaline now isn’t as important as Pain Pis. While you’re
weapons and equipment for such a situation. First, your fighting and waiting for Virgil to show up, you nd the extra
Primary Weapon should be designed for close-range energy once you’ve situated yourselves inside Burger Tank.
takedowns; an Autoshotgun is an exceent idea. Second,
With a that pla—ing out of the way, and with a fuy
Mel Weapons are favored over Pistols, as a Katana
healed team (each with an aŸitional First Aid Kit to use),
step out of the Safe Rm, cro› the garden with your lead
teaœate cuŠing through the foes (picture 2) and others
providing su orting fire, and then clamber over the gap in
the fence.
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Atrocities under the


Caution
There’s only one major plan that now must be undertaken:
Sign of the Tank
signal the boat with the Burger Tank sign. Don’t forget that, 8D
or your campaign turns into a dŒmed hold-out!

Fracas on First Strt


8B

8C

Let the bludgeoning begin! Of paramount importance is


switching on the sign, so have two of your team scale
the rf, flick the switch (picture 1), and then rejoin the
teaœates so you can fight the Infected together. Although
Be sure a of your team is over the fence at the same time spliŠing up into two pairs may sm like a cu—ing plan, the
and have one or two of your squad take the lead, sloshing shr number of foes and the tendency for Special Infected
through water as liŠle as po›ible. Use the boxes by the to reay pile on the pre›ure mean a closer-knit aŠack
container truck as ste ing stones, pausing only for a few strategy is preferable.
moments to strike down foes that are swarming (picture First, however, you nd to know where aŸitional
1). The lead Survivor’s plan is to get onto the Burger Tank su lies are located. There are a the items you (should
rf, and that should be a°omplished by wading acro› have) left on the dining tables and counter, along with a
First Strt and ascending the laŸer (picture 2) pro ed First Aid Station at the back-right of the eatery, near the rear
up against the front of the eatery. Can’t get there? Then pile exit. A°e› points are numerous: the rear exit, windows
in through the front dr, ste ing on cars so you’re not on two sides, two drways on one side (picture 2), and a
gnawed to death in the water, or move around to the left of hole in the rf. Both your team and the Infected use these
the building and use the side entrance. The laŠer two routes entrances, which makes this place very di„icult to secure for
involve you scaling the red laŸer in the back-left corner of more than a few seconds at a time.
the premises, behind the counter.

TIP
Time for a Pipe Bomb or Bile Bomb? An exceent 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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Up Top and Exposed

each other (for healing or help) and close to Health items


and extra weaponry. And the Infected are fighting in an
Perhaps you’re intending on diºing in on the rf (picture
enclosed area, which means that many Special Infected (the
3)? While usuay a reasonable plan, this isn’t quite as safe as
Jockey and Charger, for example) are much le› e„ective
remaining inside the building, although you nd to weigh the
because they can’t easily reach you. But chsing a location
water slowing you down with your exposed position up here.
inside is key. Behind the counter is usuay the best bet, as
The advantages of being on the rf are that you can s
you can cover a exits. Position someone at the interior
most of the Coœon Infected coming and they take longer
entrance, where they are able to check the rear exit and
to a¨ive because they must climb to reach you. The disad-
windows (picture 4) for foes. Have someone facing the side
vantages: you are a siŠing duck for Special Infected, and if a
exit next to the red laŸer, bracing for intruders. The other
Jockey or Charger wrenches you o„ the rf, you’re much
two can mi about behind the counter, close enough to grab
harder to save and put your rescuers in much more danger.
some items, but protected by (and able to fire through) the
You’re also exposed to any squas, which impede your
counter pa›-through and able to back up either guard if the
capabilities compared to hiding out below. You can also try
situation dictates it.
positioning explosive objects (like Propane Tanks) to waylay
foes, but the action is just t hectic for this to be e„ective. This is also a gd position to defend from as you have
two ways to escape if the situation becomes t crazy
Counter Inteigence (picture 5!). You can move and escape outside into the
dining area, out the side entrance, or beŠer yet, up the red
laŸer to the rf, so you can aŠack from above and drop
in quickly to rea›ert your Burger Tank dominance! Mainly
though, you’ be using a mixture of close-a›ault firearms
and Mel Weapons (picture 6) to strike down aŠackers.

Burger Tanks
Prima Official Game Guide

By far the biºest problem you’ face are Tanks (picture


7), and there are likely to be two to takedown before the
boat a¨ives. However, you can make a few tweaks to your
defensive posture to increase the chances of a of your
team surviving. First, it isn’t wise to waste Pipe Bombs,
Molotovs, or Bile Bomb when the Horde of Coœon Infected
are aŠacking. The “counter inteigence” location described
A beŠer (but not flprf) plan is to congregate earlier aows you to slay dozens with Mel Weapons,
downstairs inside the Burger Tank eatery. You’re close to without taking t much damage.

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E ECTIVE
INFECTED

However, when you hear or s a Tank, one predetermined


teaœate should lob a Pipe Bomb or Bile Bomb away from
the action, so the Coœon Infected disa ear, which aows
you to frly move about the building and conquer the Tank
with a focu›ed aŠack. If this means a we-aimed Molotov,
or dashing around the dining tables coaxing the Tank while
the others let rip, then do it! This is certainly beŠer than
ru—ing out of projectile weapons early, and having to face
a Tank with a swarm of other Infected—a dmed scenario
(picture 8).

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 aŠack at the plantation mansion during Swamp
Fever can be reused here, t. First, the atmospheric
Caution conditions are perfect to a—oy and bewilder your foes.
When the Survivors are wading through First Strt, lurk
Heading out the back near the river isn’t a gŒd idea. You’re in the shadows, and grab a straºler (picture 1); this can
more exposed to Special Infected there, and a Tank waop spe dm for the humans as they slowly hack through
can send you into the river with a single strike, kiing you. Coœon Infected to rescue the victim. This plan of
targeting a straºler and moving them as far away from
the humans’ defensive position as po›ible 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
aŠacks 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 aŠack
with impunity.
It goes without saying that maximizing your aŠacks
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, SpiŠer 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 recoœended 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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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
baŠle 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.

Stage 2: Park Stage 5: Bridge


An ornate hedgerow Cro›ing the last
maze finishes o„ this mile won’t be easy,
park, with its riderle› as the military
horse statue. There’s helicopter waiting
liŠle time to gaze at to take you to
the topiary; pre› frdom is at the
on to the site of an other side of the
almighty ma›acre, river. Coach can’t
a bus depot where Page 168 swim, so you’re Page 193
i—ocent bld was forced to take your
spied. Make sure yours isn’t aŸed to the mix. chances by cro›ing the remains of a ma›ive bridge.

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 e›ential 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 o„iciay 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 o„ers
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 aŠack another teaœate.
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Waterfront
Bienvenue à Bienvi¢e: Waterfront Overview
Welcome to the Bienvie District! This historical section of the city has sn beŠer 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 jaœed 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 di„erent 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 aŠacking and learning how rftops where you can’t tread, but Special Infected
to ki the Riot Guard Uncoœon 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.

Area 1: Bienvi¢e District


Waterfront: Area 1

Start

1B
1A

1H
1I
1C

1D
Finish
1G
Prima Official Game Guide

1E

1F

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BaŠle on Bienvie
A.I. DIRECTOR’S CUT 1B

Vehicles parked throughout this area may be alarmed,


so lk for warning information and avoid them
a°ordingly. In aŸition, the route through the corner
bar (1E) may be a°e›ible or blocked.

Evacuation Wharf
Start

1C

1A You say your


gd-byes to
Virgil (picture
1) and should
grab whatever
armaments and
items you want Step into the 1D
from the wden historic strt
table. Be sure and inspect the
everyone gets architecture only
a First Aid Kit. Then whoever is armed with the weapon after you deal
designed to cause damage from the closest range should with ma›es of
take the lead, moving up the wharf ramp and through an foes that are
open section of razor-wire fencing used during a past mainly aŠacking
evacuation. Move through the fencing, testing out your you on the strt
o„ensive capabilities on anything that charges your way itself. You may
(picture 2). Step betwn the plant pots, and check the elect to baŠer them using a Mel Weapon (picture 1). Note
aeyway left and right of you. You may run into a Riot Guard that swarms of Coœon Infected are a regular o°u¨ence,
at this point, as we as a Special Infected or two. Check both especiay if you hit, stand, or brush up against a car with an
ends of the aeyway out (mainly for items) and then head alarm. Expect swarms from over nearby was and dro ing
through the drway under the sign marked “Waterfront down from rftops. Also a problem are Special Infected:
Market,” to the right of the building with the rf on fire. Smokers on balconies, or Chargers pushing along the left
side of the strt are two examples to watch for.
BaŠle your way down the strt, until you reach the jack-
TIP knifed big rig (picture 2). The path splits here, and you can
Throughout this area, you are working your way through pair up and each pair takes a route, or chse one path to
enclosed city strŠts, aeyways, and tight spaces, and a travel together. Step to the right of the big rig cabin, and
particular method of tactical moving is recošended: First, head up a ramp to a balcony, where you can snipe heads
your teašate on point should always be checking the path of Infected at the corner bar (Location 1E). From here you
ahead, focusing on enemies at close range, and exploring can drop down, or step onto the overturned container and
the pathways. One or two more players should back up the bus to gain a consistent height advantage (the Infected take
first, blasting enemies to the sides, or any the point player longer to climb to you, which is g if there are a lot to ki).
doesn’t sŠ. These players should also scan the sides, Or, you can run along the left side of the strt, watching for
was, balconies, and rŒftops for foes sŠking to outflank a swarm of foes or Special Infected due to the na¨ow gap.
your team. Finay, the remaining one or two players should
provide longer-range backup, focusing on sniping foes in the
distance, but always ready to blast foes heading toward you
from behind. GŒd verbal cošunication is also key, as is
instant help whenever a friend is struck by a Special Infected. 165
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Last Orders On the Fence


1F If the bar dr is
blocked, move
around the corner
and into the next
strt, and then
head toward the
razor-wire fencing
at the far end. You
can s the park
entrance (Area 2)
through the fence, but can’t reach it yet. Instead, concentrate on
finding the stone steps on the right; they leading up and over a
fence, into the co½lestone courtyard.

1E Co½lestone Courtyard
This courtyard 1G
with scaŠered
refuse and a
single tr is
a°e›ed from
two directions: via
the rear entrance
to the corner bar
and through a
na¨ow aey (from
1E), or via a gra›y aey after you hop over the fence (from 1F).
The corner bar storage rm has items to pick up, which can
be a°e›ed no maŠer 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 fu—eled 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, flŒdlights, lit bulbs, and (in this
The route through the corner bar (1E) may be
case) flaming baŸels hint that you’re heading in the coŸect
a°e›ible 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

Expect combat as you enter a darkened kitchen area with a


storage rm you can easily get pi—ed in, so when you step
inside, fan out so that a of your teaœates can aŠack the
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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°e›ed yet. Chse any of the INFECTED
gaps (broken windows or drways) as you exit the cafe.

Do You Do Vd?
1I

The maze of strts, balconies, and rftops make


Special Infected aŠacks a constant joy to inflict on your
human foes. From the time your foes step o„ the boat,
you can use the na¨ow aeys as a place to plan an
aŠack. Every drway they step through can be a place
Step out into to explode on them with a Bmer, or leap at them as a
the strt, which Hunter. The balconies are exceent for Smokers (picture
becomes a 1), and the longer, na¨ower locations are a fine place for
whole lot more a Charger (picture 2) to do his thing.
dangerous
if any of the As always, time your aŠack to coincide with a Horde
vehicles are aŠack. Try causing Hordes to a ear by string or
alarmed. First, charging humans into alarmed cars. One particularly
though, check exceent plan is to have Hunters pounce on foes from
right (picture a rftop; this can cause a lot of damage and your
1) and drop any waiting foes near the blue house by the foes aren’t usuay lking up. Also, when the foes
ba¨icade. The only way is left, heading down the strt. If a ear from the cafe, simply stand behind an alarmed
you knock into an alarmed car, expect foes to stream down car. The Survivors may fire at you, and even if you
the rftops. A vicious (albeit entertaining) firefight erupts take the hit, a Horde is suœoned! Finay, watch for
(picture 2). When the Horde has bn cued, continue down when the humans hop over the fence at Location 1F;
the strt until you reach the razor-wire fence (picture 3) they can’t get back, so this is one place where you can
while watching out for Special Infected ambushes. The ta grab the last human about to head up the steps and
and na¨ow vd store on your right is your Safe Rm. drag them to their dm.
Pile in and shut the dr.

TIP
Many vehicles may be alarmed. To prevent hi‹ing the cars
with wayward buets, only use MelŠ Weapons and stay
away from vehicles until you reach the Safe RŒm.

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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 di„erent 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 di„icult to find faen friends.
miŸle, 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 po›ible. The use of Adrenaline and mesh fences before they spawn, which can create
your teaœates to back up two lead ru—ers help extreme problems and ample ambush danger.
you finish this task. - There are a number of na¨ow, straight pa›ages
+ The exterior of the park and i—er section of the depot throughout this map. These make strafing di„icult,
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.

Area 2: Bienvi¢e Park


Park: Area 2

Start

2F
2B
2A

2G 2E

2B

2H
Prima Official Game Guide

2C

2D

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Vd Chi The BaŠle of Bienvie Park—


Start
Part 1
2B

2A

You are now 2C


entering a park
with a sma
circular hedge
maze that is
syœetrical and
easy to find your
way through
(especiay now
you have the
map to guide you). The park has two entrances, and you can
take either, heading around the stone wa and down some
The coœotion steps to the co½led ground below (2B; picture 1). From this
outside is point, you can take any of the routes shown on the guide
unrelenting, so map.
you are wise The area on the outside of the curved hedge sections,
to stay in the such as the path through Location 2C (picture 2) features a
vd shop, gd number of ho¨ific once-humans baying for your bld.
read the wa The advantage of remaining in this outer area is that you can
gra„iti, and easily strafe around the foes, and aŠempt cro›-fire o or-
stock up on tunities. Continue your park exploration and locating more
items, weapons, victims to drop.
and aœunition. When it is finay time to go, stand at the
dr and blast away at the Infected su¨ounding it (picture 1), The BaŠle of Bienvie Park—
then swing the dr open and continue to pump buets into
the hides of foes so you clear the iœediate area. Step back Part 2
into the store and reload, grab more aœo, and then leave. 2D
Once you’re out in the strt, you face the same
o osition as you did during Area 1: the ever-present threat
of Special Infected as we as po›ible cars with alarms.
A natural amphitheater lies at the base of the entrance to
the Bienvie Park. Tear through the diseased (picture 2)
creatures, pushing your way to the brick courtyard, and then
rain death on every type of enemy (picture 3) before quickly
checking the parked military vehicle for items of worth. Then
climb the steps and head into the park itself.

If you’d like to avoid the extra ha›le of na¨ow hedgerow


combat and decreased maneuverability, continue around the
outskirts of the park, moving under the majestic oak trs
and murdering as many Infected as po›ible (picture 1). You’

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NOTE
Combat in the confines of the hedge maze has advantages
and drawbacks. First, Cošon Infected can only a‹ack you
from the front or rear, so you can fužel oonents into
your weapons baŸels easily. The problems stem from being
overcrowded and hešed in, so learn the layout of the
maze. The big problem comes from Special Infected, who
can climb the hedge was and scu‹le around, so you nŠd
to watch for an ambush around every corner, sneak a‹acks
from behind, and drops from above.

The BaŠle of Bienvie Park—


sn come upon a gazebo, which is an exceent landmark.
Step onto the gazebo, which you can use as a place to snipe
Part 4
2F
foes and as a defensive position if a Horde is aŠacking. (It’s
easy to block the entrances with Mel Weapon-wielding
friends and stop foes climbing over the fencing.) From this
point, sprint to the park exit with a grand archway (Location
2G) to leave the area easily.

TIP
Have you become separated from your team in the vicinity
of this park? Then ye at your friends to mŠt you at a
landmark, such as the gazebo, horse statue, or be‹er yet,
the exit archway.

The BaŠle of Bienvie Park—


Part 3
An alternative to
edging around
the perimeter
of the park is
to explore the
hedge maze
thoroughly
(picture 1),
heading
betwn the
2E stone columns
signifying an Find your way out of the maze by heading through either
entrance and exit at the o osite ends. Location 2F (picture 1) aows easy
maneuvering a°e› to the park’s restrm facilities, while the other exit
acro› the maze enables you to spot the gazebo (2D). Expect a to¨ent of foes
to the o osite at either position as you force your way out of the park and
side, or to the conduct an optional search of any picnic tables for items
central statue of worth picking up.
a riderle› horse Prepare for close combat when you head inside the
(picture 2). This restrms (picture 2). Post a teaœate to guard the entrance
Prima Official Game Guide

o„ers 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 aŸitional su lies
courtyard is a gd place to head to as there’s a fldlight in this building. Beware of Special Infected aŠacks 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

head in or out (especiay from the rf of the restrms).


dr leads to a very na¨ow aeyway leading to a frway
The aŸitional projectiles you find in the restrms can be
underpa› near the bus depot (Area 3). Be extremely careful
tested out on a ma› of Infected (picture 3) if they threaten
as you move down the aey; it is a place where Special
to overwhelm you.
Infected may try to aŠack.

UNCO ON INFECTED: E ECTIVE


RIOT GUARD INFECTED
By now you’ have faced o„ against
(and probably stolen a Riot Baton
from) the Riot Guard, a specialized
security force employed by CEDA that
has bn fuy a„ected by the viral
outbreak. Savage and super-tough, the
buetprf uniforms the Riot Guards
wear makes Mel Weapons and
Shotguns aimed at the foes’ backs
the best way to drop them, as their fronts are t we
protected. Mel Strike them so they spin around and
then finish them. Don’t be surprised if it takes multiple
shots to drop one of these remnants of an evacuation
gone wrong. Although timing a Special Infected aŠack to coincide
with a particularly large swarm of Coœon Infected is
Archway Exit: Where is CEDA? always a gd plan (as shown), the park has a number of
exceent places to roam or wait for foes before aŠacking
2G
them. Around a corner of a hedge is a gd spot, and a
crdinated aŠempt with two or more Special Infected
a aŠacking at once from di„erent directions makes
life su„iciently di„icult for your Survivor foes. Use the
rftop of the gazebo, restrms, the was, and tops of
hedgerows to launch your aŠacks, t, and don’t forget
that stalking enemies is a lot easier if you can step back
behind hedges.

Locate the metal archway and ornate stone piars of the


park exit (picture 1) and fight your way out of the park onto
the paved, historic strt. Although there may be foes to
the right, you don’t nd to aŠract their aŠention as you
head left toward a generator and a white ba¨ier. Find the
orange gra„iti and head for the drway to the left of it; this

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Area 3: Bedlam at the Bus Depot


Park: Area 3

3A

3C
3D
3E
3F
3B
3G

3H

Finish

3I

The Dmed Evacuation


3A Exit the aeyway
into a stretch
of scrubland
behind the row of
houses under the
frway, where
the general public
Prima Official Game Guide

was left to die or


mutate into the
disgusting forms
you’re cu¨ently cuŠing your way through (picture 1). Slaughter
everything that isn’t a Witch (in the mel and wide-open
theater of combat, it is often di„icult to spot a Witch until 180-degr area to your right, and so you can pick up any
it’s t late, so listen for the wping). Push onward, huºing items left in drways or on the ground. Continue moving
the buildings on the left side so foes can only aŠack in a over or around the strewn ba¨icades toward a giant pile of
suitcases and roŠing corpses (picture 2).

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Safety in the CEDA Trailer? Restricted Area Rampage


3B 3D

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 ma›ive 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 sca„old structure (Location 3F). You may be able to s You must iœediately baŠle 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 sca„old platform in the miŸle 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 lŒks 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 flŠ 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
iœediately
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,
pa›ing the sign marked “Warning Restricted Area.”
3F Continue to
Caution run forward,
around 180
Warning! As sŒn as you step o the sidewalk into the
degrs, and
restricted area, the alarm sounds and the Horde aŸives. Be
down the third
sure you’re ready to reach the alarm switch (3F) and have (i—er) fenced
plažed the route! co¨idor, which
has the sca„old
structure on

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your right. A Mel Weapon is handy because it doesn’t slow


you down (picture 2). At the end of this co¨idor section are
two laŸers (picture 3). At least two of you nd to ascend
to the sca„old platform overlking the entire area (picture
4). There’s constant threat of aŠack by clambering Coœon
Infected and Special Infected, t. Shrug these o„ and
deactivate the alarm switch as quickly as po›ible. When you
reach the two laŸers, ignore any wails of your teaœates
until that alarm is o„! You can’t e„ectively end this nightmare
until the Horde stops reacting to that alarm!

TIP
Adept and quick Survivor movement is particularly important
Move inside the bus station via the main entrance (visible
because Special Infected (especiay 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 staing 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 MelŠ 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 e„ectively deal with any
run the coŸidors without stoing, you stand a chance. remaining foes in the area.
Only stop if a huge ma nŠds quick cuing, 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 sca„old 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 aŠack 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 spoŠed
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

inspect the vicinity. There’s a gruesome coection of body


bags near a dead-end warehouse interior inside the red brick
building. Don’t head in there during combat as you may be
su¨ounded.

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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 aŠacks a°ordingly. Before the CEDA Trailer (3A), aŠack with the Coœon 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, aŠack 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. SpliŠing the team up is easy, and you have the benefit of dro ing down
from rftops, climbing over the fences, and ma›ing near the laŸers 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 di„erent houses, watching out for ambushes in the homes’ dark rece›es,
before reaching a sewer hole that leads directly into an impound car lot. Try to sneak out to a laŸer leading up to
the frway, which is promptly bombed by military jets. This forces you to take in some aŸitional 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 le›ons—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 o„er decent protection (as you have one-way drops. Your team must descend at
know where aŠacks 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 aŠempt a di„erent route
obelisk in the miŸle of the maze as a landmark and each time. Don’t get lost!
the position of the sun.

175
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Area 4: Urban Flight


Start

Cemetery: Area 4 A.I. DIRECTOR’S CUT


4A Vehicles parked throughout this area may
be alarmed, so lk for warning information
and avoid them a°ordingly.

4B
4C
Te¨or at the Tow-Away Zone
4D The gra›y
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
ma›ive 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
iœediate area,
Under the Concrete Overpa› watching for
4C
Start Once the healing po›ible Infected
and pla—ing 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 ma›ive Move forward
concrete toward the mesh
overpa›, but ba¨iers and pray
concentrate on that something
4A the gra›y earth ma›ive 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 gra›y 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 boŠom of the steps (picture 3) and ascend.
and refuse for
items as you
slice or blast aŸitional enemies (picture 2). Clusters of TIP
refuse sometimes have items siŠing near them, so check
each pile of trash you s, as we as the concrete piars for The foowing location is likely to have more than one
po›ible ambushes. Special Infected a‹empting to waylay you. With this in mind,
make sure your team takes aropriate defensive stances.
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A Fair Amount of Fu› A jack-knifed


big rig blocks the
4G

at the Blue Bus way and forces


you right, either
4D Climb the stairs,
into the remains
and quickly
of a historic
dive into the
duplex (picture 2)
top flr of the
where items can
building whose
be found among
downstairs you
the burned-out
just checked
stud was, or into
out. Up here are
another unkept
more items and
garden with a
po›ibly some
pink flamingo, a
Infected to take down, which is beŠer than being ambushed
“Beware of Dog”
by them from behind. Have one or two of your team waiting
sign, and steps
inside, but lking outside to take down intruders. Exit and
leading up into
move around the balcony to the gap in the railing, so that
the top flr of
you’re about to step onto a bus with a blue rf (as shown).
a white wden
This location can be extremely problematic as Special house (picture 3).
Infected love to try to split up the team as you blast foes, The house interior has two ambush spots as you walk in (on
step onto the bus rf, and move down to the road on either side of the entrance drway), so have one teaœate
the right. The problem lies with the bus itself: Once you rush in ahead, while the others check left and right in unison.
drop down, you can’t retrace your steps. With this in mind, Your lead teaœate (ideay armed with a Mel Weapon)
everyone should blast enemies from the balcony first. There should then pa› the kitcheneŠe on the right and check
are gd views here, and one of you can check behind for the rear rms to locate the hole in the back of the master
rear aŠacks. Now everyone, in unison, must drop onto the bedrm, which provides a way forward (picture 4).
bus rf and then o„ to the right to land on the ground, so
that there are no straºlers for the Special Infected to target.
E ECTIVE
There Goes the Neighborhd INFECTED
4E

Although the frway piars are exceent to hide behind


4F Move along the (to ambush or to foow your prey), the best place for an
miŸle of the Infected convergence is the blue bus rf (4D; as shown),
road, making as the humans can’t backtrack after they drop down from
sure your team the bus rf. AŠack from multiple angles: Place a Smoker
is periodicay on the rf o osite, a Hunter on the strt, a Charger
checking left, ba¨eling down the balcony, and a Jockey to leap and
right, behind, and str foes. A should operate to split up the team and
above your usual defeat them. If this fails, lurk in the white wden building
eye level for that the Survivors must pa› through to reach Location
incoming foes. 5A, and ambush them from the shadows.
At the fence that cut acro› the road, you’re forced to the
left into an overgrown backyard with a double garage. Head
through either garage (picture 1) to rejoin the road, checking
for items and blasting at foes as you go. Pa› the pink
flamingo house, then the white van, and optionay check the
trailer ahead and slightly left for items, including a po›ible
Propane Tank by the trailer hitch.

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Area 5: Sam’s Hot Impound Lot


Cemetery: Area 5
A.I. DIRECTOR’S CUT
Vehicles parked in the impound lot are most definitely
alarmed, so lk for warning information and avoid them
5A a°ordingly.

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 po›ible 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 laŸer pro ed against it. Items are on the
rf.

Hunting for a Hole


5C
5B
Prima Official Game Guide

5D Move left around


Jump from the hole in the building to the top of the white the corner and
trailer, which you can stand on and snipe foes before pa› betwn
they climb up to claw you, or else land on the ground and two sma
ma›acre them (picture 1). Even a cursory inspection of the sections of
area reveals a variety of fences and thr houses burned to grn fencing,
the ground after a military helicopter crash-landed and tk into a hole
out an electrical pole. The fires are mostly out, but there leading to an
adjacent house
(5C). This gra›y
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area is na¨ow, so watch for a po›ible Charger aŠack.


Move into the shotgun house (picture 1), and bring down the
Crping through the Car Lot
entities inside. Work your way methodicay through each 5F
rm, gra½ing items and dealing with foes as you go. Grab
any items in the kitchen before leaving via the hole in the
right wa.
You step out into a road with a white van parked nearby.
Swing around and target any nearby enemies (picture 2),
and always watch for rear charges from multiple foes. Once
everyone has gathered together, move down the road.
There’s an impound lot with a sign on the rf about car
auctions. The only way to reach this location is to find the
sewer hole, which is su¨ounded by construction cones.
Verbay a—ounce when you’re about to drop down, and then
have a team members do so at exactly the same time, with
each facing a di„erent direction so you can abort the drop if
Special Infected aŠack. Ready? “1, 2, 3 … drop!”

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 MelŠ
Weapons, it’s a gŒd idea to have everyone switch to
MelŠ. That impound lot is fu of alarmed vehicles!

Going Underground
5E

Change your weapons so that you’re a ca¨ying Mel


Weapons and stop as sn as you emerge from the
Drop down into the sewer (picture 1) and check the grating sewer hole. If you’re interested in the Violence in Silence
behind you for a slumped corpse and po›ible weapons. Achievement (and, to a le›er extent, survival in general),
Then forge ahead, kping to one side so more than one you’ want to put away a firearms during your walk out of
of your team can fire on any foes. This unpleasant, watery this car lot. Every single vehicle is alarmed, and touching,
pa›age sn opens up into a larger, earthen chamber with shting, or jumping on any vehicle suœons the Horde!
zombies aplenty. Locate the laŸer and head up to emerge The a›ociated pictures show the legions of foes that wi be
right in the miŸle of the impound lot. suœoned if you ignore this sage advice….
If one of the alarms goes o„, you’re in trouble. Because
the Horde continuously a ears, you should never stand
and fight. The aŠacks wi continue until the alarm switches
o„, but this usuay takes a while, and the Infected tend to
scramble over other alarmed vehicles, perpetuating this
problem. Instead, you can create a distraction, such as by
lo½ing a Pipe Bomb (picture 1) and fling the scene to the

179
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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 ašunition, tŒ!

E ECTIVE
INFECTED

base of the frway laŸer (Location 6A). If the Horde is


a roaching, a great many of them may ascend up the sewer
hole, so this is a gd place to aim and cut them down
before they can aŠack you (picture 2).
However, at some stage (sner rather than later), you
nd to get moving. Don’t head o„ in the wrong direction;
the co¨ect way out of the impound lot can be discerned
by lking for the sun. It should be on the left side of your There are thr general zones in this area where you
vision. Now that you’re heading in the co¨ect direction, you should make a concentrated e„ort to sta and savage
might as we try to leap from vehicle to vehicle as you baŠle the Survivors. The first is inside the half-burned house
your way out. (5B): The upstairs area o„ers a drop down into the living
rm, so position a feow Special Infected on the ground
Mel Weapons are sti advisable, as we as Mel Strikes
flr, one to the side in the living rm, and one above
(pictures 3 and 4), but eventuay, you’re going to nd to
to thoroughly decimate the humans in this enclosed area.
run. Leap acro› the cars and head toward the laŸer to
Mix it up a bit by switching this location with the outside
the frway, but don’t think you’re safe now. There may
trailer: Prowl on the rf or send a Charger in betwn
be a Witch (picture 5) or other Special Infected to avoid or
the grn fences (picture 1), even if you’re set on fire by
terminate. Let’s hope there’s First Aid on the frway if you
incendiary buets.
failed at kping quiet.
The third key position to cause a problem for the
humans is the drop into the sewer. Hide in the nearby
house or tr, then emerge and grab the last couple of
Caution Survivors to split them from the group and beat them
Special Infected, in particular during Versus matches, to death. This way your foes are softened up for the
Prima Official Game Guide

absolutely love this area as it’s easy to stŠr, Charge, or major aŠack at the impound lot (picture 2), where it is
nudge you into a vehicle. KŠp this in mind and make your imperative you cause a car alarm to activate. After that,
escape quick. aŠack the foes, belching SpiŠer vomit into the escape
path, string foes into the sewer hole, and generay
savaging your enemies while the Coœon Infected back
you up.

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Area 6: The Cemetery of Saint Roche


Cemetery: Area 6

A.I. DIRECTOR’S CUT


The route through the cemetery changes each time through, as metal
6A
fencing is dynamicay positioned. This makes a ploŠed path di„icult
(hence the lack of routes on the guide map).

6B

Frway Faing
6A

6C

6D 6B

6E 6E

Ascend the laŸer and sma gantry onto the


frway, just as the military decides to take
a large chunk out of the frway ahead of
you. You’re not harmed and can use this sma window of
Finish downtime to check the ambulance for items (picture 1). Now
turn around and move along the frway to the large section
of faen masonry and twisted stl that the bombardment
made (picture 2). The explosion has awakened a sma legion
of zombified locals, t, so pop at them from the frway at
range before dro ing down together.

TIP
This is another location where it’s di icult to ascend back
onto the frŠway, so drop down together so that stra¦lers
aren’t hauled away by Special Infected.

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Slaughter in the Plague


Cemetery
6C

6E

Once you a¨ive at the obelisk, continue your bldy


graveyard ma›acre (picture 4) through various tomb-lined
avenues, kping watch for Special Infected aŠacks at every
6D turn. The monsters lurk in alcoves betwn graves or atop
tombs, waiting for you to pa› so they can aŠack you from
behind. They also like to staºer their aŠacks so you’
be preo°upied with a Jockey riding a teaœate when a
Smoker sneaks up to further ruin your day. Making slightly
slower progre› and dealing with iœediate threats before
continuing is advisable.
This jaunt concludes as you reach one of the two
cemetery exits, usuay the one at the top of a slightly
sloping hi, on the highest ground of the graveyard. Once
you clear the obelisk, lk for the strt buildings in the
distance and head toward them; these landmarks serve you
we as you near the cemetery’s exit (picture 5).
Check the shed for su lies and then enter the cemetery via
the coapsed section of perimeter wa (picture 1). You must
now trek through this frightening mausoleum heading in a A.I. DIRECTOR’S CUT
roughly diagonay left direction by using the sun’s position The A.I. Director changes the routes you can take
to guide you. The route is random, but the threats are just the through the cemetery each time, but the layout of the
same. Beware of Infected clawing at you (picture 2) and pay tombs and graves is more or le› constant. Only the
particular aŠention to the tombs su¨ounding you, as aŠacks metal fencing changes position.
Prima Official Game Guide

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 miŸle 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 foowing 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
aŸitional items. you’re heading in the coŸect direction.

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Double-Gaery Safe Rm


E ECTIVE
INFECTED

Exit the cemetery, optionay checking the white truck for


items, and jog down the road (if you left via the u er exit).
Quickly locate the building with the ornate double-balcony
and open ground flr. Go in there, iœediately hop over
the desk, and scu¨y inside the Safe Rm. As foes can
stream in behind you, guard the Safe Rm or take cover
behind the desk and o„er covering fire for the rest of the
team until everyone is inside.

In this area, there’s reay only one location where your


prowe› and o„ensive capabilities can help thoroughly
bewilder and waylay the humans—inside the cemetery. Of
course, before then you might want to pu a Survivor or
two back along the frway after the others drop down.
When your foes enter the cemetery, their movement is
e¨atic due to the random nature of the layout, so make
the most of your aŠacks by clustering them near the
obelisk.
There are a number of alcoves betwn graves where
you can hide, dart out, and incapacitate your foe (picture
1). Also, the long, na¨ow verges betwn the graves are
perfect places to mount a charge, or spray SpiŠer vomit.
Piºyback (literay) onto other Special Infected aŠacks,
such as by string a human into SpiŠer acid (picture
2), and try to kp your human foes disoriented so they
never find their way out of here!

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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 o„ers covering fire as the rest of the out when pa›ing 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 di„icult
a building interior has bn cleared. Position because you must wait one minute for the tractor to
teaœates at exits to cover friends wanting to heal. move—and that’s after you’ve baŠled to switch it on!

Area 7: One-Way Str£t and Ja« Club


Quarter: Area 7

Start
No Quarter in the
Courtyard
Start

7A

7B

7C
7D

7E Fi up on su lies and weaponry (you’re likely


to nd close-range firearms rather than
Prima Official Game Guide

hunting rifles, although anything that pops


heads is considered advantageous), and open
the Safe Rm dr (picture 1). Step back and
7F
mow down any charging foes, then step out
and have each teaœate check a di„erent
direction (ahead, left, right, and behind) as you
7G move into this once-tranquil courtyard.

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7A Painting the Pink House Red


Move into the 7B
pink house,
which has an
empty (and
boarded-up)
storefront on
the ground flr.
Cu anything
that isn’t your
team and while
one of you guards the stairs (helping friends with aŠacks
from behind), the other thr should race to the top, cuŠing
through foes on the stairs and along the way to the u er
There’s a storage rm to your left, which one of you can
o„ice with Mel or close-a›ault weapons as they go.
quickly check. After that you a nd to push on, betwn
Check both flrs for items before ste ing outside.
the sections of white fence toward the pink house. You can
stand on either side of the entrance, then coax foes out
into a hail of cro› fire (watch for foes dro ing down from
Wrong Way Down the
above, though), or boldly step into the house. One-Way Strt
7C

TIP
By now you’ve realized you’re dŠp in the city, with
aeyways, 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 teašate 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 sŠ. These players should also
scan the was, balconies, and rŒftops for foes sŠking
to outflank your team. Finay, 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. GŒd verbal cošunication is
also key, as is instant help whenever a friend is struck by a
Special Infected.
Entering rŒms can be problematic due to space
constraints, so you may wish to have your point person
dash in, a‹ract a‹ention, and then backpedal out.
Meanwhile, two other teašates stand to either side of the
dŒrway to catch foes (but not each other!) in a thrŠ-way,
cro-fire maacre.
Continuing through buildings is also a problem, so cycle
through “chaperone” teašates that are constantly lŒking One of your team is likely to be ca¨ying a longer-ranged
out for others. The “chaperone” enters a rŒm, 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 aŠacks, so move along the
balcony, dro ing Coœon 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 teaœate 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 kŠps you moving forward.
balcony (or in the pink building) is usuay impo›ible 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 aŠacks, Expect aŸitional aŠacks here. Those teaœates 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 teaœates either side and behind.
Watch for rear aŠacks as you edge toward the Ja Club. TIP
Going Clu½ing If one of your team is pued through the open window
and back into the strŠt, use the parked white van in the
7E Step into the aeyway courtyard as a steing stone to leap back over
Ja Club’s
the railings to rescue them.
interior and clear
the siŠing area
of foes; beware
Aey Oops
7F
of po›ible
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 aŠacks from above. foe disposal,
for example,
covering a lead

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team member at the start of the aey (picture 1) while they


run to the covered entrance on the right (picture 2), and E ECTIVE
using explosive items usuay found at the storage rm to
set any group of Infected on fire (picture 2). Use the items
INFECTED
you have, such as Propane Tanks and Fuel Cans, in this
ma—er throughout your Parish excursion. Enter the covered
entrance and locate the dr on your left at the end of the
alcove.

Staircase Climb
7G

Plan your aŠacks carefuy in this part of the Quarter,


as the humans can quickly pa› you by if they know
the winding routes to foow. The usual aŠacks from
rftops where the humans don’t lk, balconies they
can’t reach, and the dark corners, sma cu½y-holes,
and around corners of interiors are a viable ambush
spots. SpiŠing should take place on stairwes and other
na¨ow thoroughfares where the acid can’t be avoided.
Many of the buildings (such as the Ja Club; 7E) have
u er balconies from which to launch aŠacks (such as
using a Smoker tongue to choke a victim). The one-way
strt (7D) is exceent for charging, especiay if there’s
a Tank already slaœing through the team. The open
window on the u er flr of the Ja Club is the perfect
place to la›o and pu a foe back into the strts, and
it takes time for the team to rescue your victim. Finay,
try leaping up through the open window at the na¨ow
storage ledge aŠached to the Ja Club interior, or aŠack
just as they drop down (as shown), or lurk atop the
landing stairs in the interior house (7G) they must climb.

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 teaœate 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 aŸitional teaœates strŠts and in nearby aeyways 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 teaœate checks for
mi›ed 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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Area 8: Slaughter in the Quarter


Quarter: Area 8

8E 8A

8D 8B

8C

8F

Death Trap Tractor After some


hu¨ied pla—ing,
8C

8A elect a person
to go on “point,”
ideay someone
with Adrenaline.
This teaœate
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.

Before ste ing onto the balcony (8A), be sure you’ve


reloaded your weaponry and have a fu complement of
projectiles and health for this death trap. The exterior
courtyard, su¨ounded by buildings in various states of
Prima Official Game Guide

disrepair, has no cu¨ent exits. The building with the skeletal


rf on the o osite side is where you nd to be, but the
gap acro› is t long to jump. Fortunately (and this term is
used lsely), there’s a grn tractor on the ground (picture 2)
with a carnival float aŠached to it. If one of you can start the
tractor, it can trundle acro› the courtyard, sto ing where
the float can be used as a ste ing stone. There’s only one
drawback—the noise the tractor makes alerts the Horde!

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NOTE Caution
The tractor takes about a minute to trundle acro the If Special Infected have made the low extension rŒf a
courtyard, before aowing you ae to the top of the float chokepoint that is tŒ dangerous to stand on, move to the
and frŠdom! balcony or stairs. Expect Special Infected to focus their
wrath on you during this minute of teŸor!

Escape!
8D

8D

While the
“point person”
aŠempts 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 baŠle
on the u er areas of the courtyard, optionay moving to the
low house extension (picture 6) that o„ers beŠer strafing.
Have a teaœate 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 aŸitional foes to
Bomb, and (to a le›er extent) Molotovs during this alter- waylay you from the inside of this building (picture 2) as you
cation. If a teaœate fas or is draºed to the ground below, provide covering fire for the teaœates 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 sca„olding, 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
a—ihilation
is nece›ary
during this
courtyard
baŠle, 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, baŠle
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 SpiŠer can coat the entire rf with acid, forcing the
humans down to the ground or onto the na¨ow sca„old.
Foow this up with Hunter, Jockey, or Charger (picture 1)
aŠacks. You can even waylay the human responsible for
activating the tractor, but la›o him after the Horde hears
the vehicle start (picture 2).
The humans are likely to be wounded and not
expecting aŠacks in the subsequent house, which is
exactly why you should aŠempt to savage them here,
as we as in the na¨ow aey. A Charger at one end and
a SpiŠer at the other can reay deal some damage! For
aºre›ive aŠacks, 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 aŠack 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 Coœon. 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

freaks ru—ing at you from the main store (picture 2), so be


sure a couple of your team stands guard here and a third
kps an eye on the drway you just pa›ed through.
Beware of an ambush.

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Area 9: Mayhem on the Mean Str£ts

9A
9B

9C

9D 9G
9E

Quarter: Area 9 9F

A.I. DIRECTOR’S CUT


Vehicles parked throughout this
area may be alarmed, so lk for
Finish
warning information and avoid them
a°ordingly.

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 aŠacks
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

Step out into


the strt,
and optionay
watch as the
military’s aerial
bombardment
of the city
continues. Then
begin a period
of zombie
9B bombardment
(picture 1), Move into 9D
defeating a ma› the two-flr
of foes alerted speakeasy,
by the explosion. and conduct
The same tactics rm-to-rm
you used in searches using
the previous, tactics already
one-way strt familiar to you
a ly here. O„er (one player
a lead Mel Weapon-wielder some ranged su ort while storms in
checking the balconies, rftops, and behind you for signs
of Special Infected and ambushes. 191
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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, cuŠing 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 o„ers
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 aŠacks with Special Infected,
claw its way in (picture 2). including ambushes when your human o onents enter
Prima Official Game Guide

the store on the strt, or any darkened corner inside the


Speakeasy. The Speakeasy should be the hub of activity;
Caution cluster your aŠacks on the second flr here because
The exterior on the other side of the storefront has a the Survivors’ drop down into the aey (9D) is a one-way
number of foes miing about, and like with many other descent, which aows you to grab and ki a straºler.
areas, a Witch could be among them. Be sure you’re During their final race to the Safe Rm, ste ing or
targeting foes that don’t fight back like a mad banshŠ. leaping down from containers, hiding in the store, or
gra½ing a foe from behind a frway piar (as shown)
once the others head around the ti ed-over container
are a viable plans to spoil their escape.
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Bridge
Bridge over Troubled Slaughter: Bridge Overview
The ma›ive, 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. Cro›ing the bridge involves ru—ing
the gauntlet of Coœon Infected waves, Special Infected that aŠempt 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 Coœon 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 doŠed - 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. aŠack 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 beŠer 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.

Area 10: A Bridge T“ Far

Bridge: Area 11

10D
10B
10A 10C
Start

10E 10G 10H


10F

Lowering the Drawbridge


10A
Grab the a¨ay of items you think you’ nd (Adrenaline may be nece›ary if
you’re concerned with a spdy cro›ing), and lk for the red laŸer. Climb it
and exit the Safe Rm, moving onto the bridge. Find the body slumped against
the concrete ba¨ier. A radio is resting on him. After a quick chat with the military,
they agr to evacuate you. Unfortunately, the cho er is on the other side
of the river! A°e› the buŠon on the right su ort girder to slowly lower the
drawbridge.

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Mind the Gap


TIP 10C
A general tactical plan for maneuvering acro the entire
bridge involves figuring out a gŒd position for each
teašate. This starts with weapon choice: The bridge is
obviously lengthy, stretching o into the distance, so a
weapon with a scope is an exceent idea for most of your
team. When clambering acro the bridge, have a teašate
run forward while the others cover the point person, moving
from location to location. The rest foow, cu‹ing down foes
as they go.

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 thrŠ minutes, head straight betwn the vehicles, or move to the right of
kŠp moving, use Adrenaline, ki only enemies designed to the next bus, until you reach a ma›ive 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
nŠd a helping hand. But you can fa to your death, tŒ!

Container Cro›ing
Once you’ve
cro›ed the
gap (10C), make
a quick choice
of main routes
Your bridge a›ault 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 liŠle 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 laŸer to the rear
Although not shown on the guide map, you can a‹empt 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 beŠer
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 AŠack
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, usuay 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 sca„olding 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
sca„olding 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 Coœon Infected ru—ing up the
big rig container below you. Take a teaœate with you to
kp from being ambushed from behind. Because you can
kp up this sniping until you run out of aœunition 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 se‹ing
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 tŒ 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, shŒting
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 ma—er.
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 Coœon Infected Horde reay come Creating a sinewy, mutated minefield for the Survivors
at you hard, and there are two ma›ive 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 Coœon Infected, you can blend
in with them or take up positions your foes won’t think
Prima Official Game Guide

everyone together: you don’t want to be rescuing straºlers


right now! BaŠle to the far end and quickly drop down onto to lk at, such as on the girders above the roadway
the bus rf. You’re almost there, if you can s through the (picture 1), which are a perfect place for a Smoker.
bld in your eyes. You can cause problems by ste ing out and belching
Bmer bile or SpiŠer acid (especiay in areas that are
already dangerous, such as near holes or on the rfs
of vehicles that your foes nd to travel over) . But the
biºest threats to your human targets are the Charger
(picture 2) and Jockey (picture 3). You can knock or str
Survivors into holes or o„ the sides of the bridge. Pile on
the pre›ure, aŠacking when the Tank is encountered, t.
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Dead Center • Dark Carnival • Swamp Fever • Hard Rain • The Parish
Waterfront • Park • Cemetery • Quarter • Bridge

Area 11: A ack at the Military Evac


Bridge: Area 11 a troublesome 11B
Smoker (for
example) at
11A
the end of the
11B bridge. Pa› the
checkpoint easily
and quickly grab
any items you
might nd:
Adrenaline and a
projectile to throw would be best.
11C

TIP
11E
Finish From this point, there’s li‹le nŠd to fight. FlŠing is faster and
11D actuay safer if you a jab yourselves with Adrenaline, avoid
ge‹ing sideswiped by the bulkier foes, and move quickly to the
choer while loing a projectile to preoupy the maes.

Something Wicked This


Way Comes …
11C Be sure a of
your team are
close together
and not spread
out along this
road as you
head past a
military truck
with a Heavy
No Time for Quarantine Machine Gun
tu¨et on it. This
11A tu¨et is a bit of
a red he¨ing;
there’s no nd
to use it because
it can’t be turned
around to face
the gigantic pink
ma› of sinew
that a ears
atop the overpa› road (picture 1). You have another Tank
to defeat. Long-range and ma› firing is advisable, as you
don’t want to drop down and have the Tank foow you, as
there are far more Coœon Infected below. Use a Molotov if
you wish, and once the Tank is slain, retrieve any aŸitional
It’s a gd time for one of your team to break open the Pipe
su lies before moving to the right edge and pring over
Bombs, so a the Coœon Infected are otherwise o°upied
(picture 2). Drop down and land on the first bus, as it o„ers
while you descend from the sloping bridge section, get o„
some height protection. If you fa down here, use the
the bus rf, and sprint toward the o„-ramp on your right.
laŸer to reach the o„-ramp above (if you nd to rescue a
Continuing on the bridge leads to a dead end (and usuay
straºler, for example).
death), so quickly maneuver through the military quarantine
checkpoint, which has Infected miing about. Kp your team
together throughout this section, so you’re not waylaid by

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Dead Center • Dark Carnival • Swamp Fever • Hard Rain • The Parish
Waterfront • Park • Cemetery • Quarter • Bridge

The Longest Yard fire for the slowpokes among your squad. Quickly move up
either of the bridges co—ecting 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 aŠempt to
board. Then fl to frdom!

TIP
A hideous (but tempting) method of completing this stage
(usuay in Single Player) is to race to the choer using
Adrenaline, and then wait on the helipad, cu‹ing down foes
and ignoring the pleas of your team as they are graduay
incapacitated and kied. 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 bŠn constantly saving since
now make a the Važah Hotel!
determined e„ort
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 aŸ 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 aŠacks and
don’t waste time slowing down to pick up items. You want to
reach Location 11E as quickly as po›ible.
This is the last—and best—time to use projectile aŠacks to
remove the Coœon Infected threat so you can a reach the
gate easily. Jab some Adrenaline to quicken the time it takes
to get there, t.

Get to Da Cho er (Again)!


Expect another
Tank to a ear
as you near the
gate. Sometimes
it is beŠer to
ignore this
foe, but if he’s
managed to
puœel a friend
into submi›ion, Although your human foes are almost victorious, you can
you’ nd to sti prevail if you kp aŠacking in unison and time your
launch a rescue aºre›ion expertly. One of the first locations to try is
aŠempt. (Unle› where the humans leave the bridge. If you can pounce or
you want to tether (picture 1) a Survivor from the bridge, this can sta
Prima Official Game Guide

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 ma›es of
the buses and Coœon Infected can sometimes mask your presence.
CEDA trailer You nd SpiŠers 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 teaœates 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 aŠacks 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

Surviving and Scavenging


Welcome to the debriefing for two aŸitional game modes: Survival and Scavenge. The foowing chapter gives overview
tactics, labeled maps, and specific advice for each map.

Scavenge Mode
A Can-Do AŠitude: Scavenge Basics
NOTE NOTE
Almost a of the general tactics detailed at the front of this The Scavenge Match type is lŒsely based on the race to fi
bŒk, and the specific tactics shown during the Walkthrough, up Jišy 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, tŒ! of the Walkthrough for more tactical advice.
The ongoing gas crisis has reached its peak
in Scavenge mode, where up to four human
players aŠempt 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 nece›ary.
The humans have superior weaponry. The
Special Infected have Coœon Hordes and a
variety of prehensile mutations designed to The wanton savagery and fuel rationing of Scavenge mode in fu e„ect,
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°e›fuy
“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 aŠack), 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 ca—ot 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 aŸitional 20 same, then the
seconds is awarded. As there are 16 Fuel Cans to find, wi—ing 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 ca—ot 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
aŠack, 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 SpiŠer 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 SpiŠer as
the run is even po›ible. 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 teaœates 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 Coect 100 gas cans in Scavenge.
that location while another teaœate 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 Coect 15 gas cans in a single
is aborted. CaŸy Scavenge match.

* SpliŠing into pairs can aow Survivors to head in Stop the enemy team from coecting
completely di„erent directions to gather Fuel Cans more Scavenger Hunt any gas cans during a Scavenge
quickly. You sacrifice o„ensive 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 teaœate who takes Gas Shortage
Infected.
it back to the generator. Be warned: Thrown Cans can be
exploded by SpiŠer acid!
* Survivors nd to obtain as many Fuel Cans as they
can, as quickly as po›ible, 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 beŠer than four prly guarded placement of items on the foowing maps isn’t completely
Fuel Cans siŠing 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-fŒt area around the item icon;
* Try seŠing 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, leŠing Survivors pa›, and Stage-specific switch or tri¦er
then aŠacking 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, seŠing 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 puœel his victim). The Hunter uses height advantage coŸespond to flŒr level.

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Scavenge Mode • Survivial Mode

Map 1. [Dead Center] Atrium


The Atrium, which is laid out almost identicay to the section of Dead Center where you had a similar task to complete,
features two stairwes, an elevator (not used), a ground flr, and two balconies above. Fuel Cans are scaŠered
throughout. Don’t forget some of the balconies have gla› flrs to sht and fa through.

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 la›o those trying to fi up the vehicle (3), ideay
at the same time, from di„erent locations in the Atrium. from a position of partial cover.
+ Throw cans down to the Blue 22, information kiosk, or to - Concentrate aŠacks on the information kiosk and Blue 22.
the ground to quicken the refueling (a›uming 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. AŠack from multiple
returning with fuel (2). directions to further a—oy your foes (4).
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Scavenge Mode • Survivial Mode

Map 2. [Dark Carnival] Motel


The corpse-fied swiœing pl is the site
for the generator, which has you ru—ing
for the easy Fuel Cans first (those in the
o„ice or low ground) and more di„icult
ones later (including those up on the
biboard, which is a°e›ible via the laŸer,
which in turn means you can traverse the
o„ice rf). The parking lot and motel
rms are yours to explore, t.

+ There’s liŠle hope in victory if you


don’t maneuver together into motel
rms to claim some of the more
out-of-the-way Fuel Cans (1).
+ The swiœing pl is reasonably
defensible, a›uming the thr
teaœates not refueling are guarding
the exits.
+ If the Special Infected threat is low,
you can opt to have one (or two)
Survivors grab Fuel Cans from rms
and throw them down to coeagues
(or in a pile so you can grab
multiples) to quicken the refueling (2).
1 2
- Infected such as Jockeys and
Chargers should aŠempt to stop
humans from reaching Fuel Cans,
usuay by lurking on the motel
balconies (3).
- The was, buses, vehicles, stairwes,
rms, and o„ice are perfect places
to lie in ambush for Survivors.
Survivors can’t lk everywhere!
3 4 - The SpiŠer (and to a le›er extent,
Prima Official Game Guide

the Bmer and Smoker) can use the


balcony above the pl to employ
their ranged aŠack on the generator
(4), as we as outside a rm where
they can aŠack those heading into a
building with fuel inside.

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Scavenge Mode • Survivial Mode

Map 3. [Swamp Fever] Plank Country


A dark and shadowy swamp forest is the seŠing for
this match, which has a number of co—ecting raised
walkways that o„er direct paths to items and Fuel Cans,
but also expose you to being spoŠed by the other team.
This area features a number of Infected-only thickets for
Special Infected to hide in, t. The generator is down in
the miŸle of the swamp.

+ Learn where the laŸers are if you’re knocked o„ the


walkways, so you can quickly and e„iciently return to
locating the far-o„ Fuel Cans.
+ Teams of two that split up from each other leave the
Special Infected wondering which duo to aim for. Make sure
both of you are ca¨ying Fuel Cans, but one of you should
drop a Can if aŠacked (1).
+ It is vital that you guard the generator when a friend is
refueling. You can also quicken the proce› by throwing
Fuel Cans down to a waiting friend; two guard the - The main focus is to work in unison to disrupt walkway
generator while the others grab more Cans (2). ru—ing as much as po›ible. Chargers are particularly useful.
- Turn the humans’ simple Fuel Can retrieval into a fight - Don’t overlk the generator, which can be aŠacked from
for survival by positioning yourself in the shadows, the walkways, or after you step out from behind trs.
bushes, or other undergrowth, and yanking foes from the The dark environment favors you (4).
walkways (3). 203
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Scavenge Mode • Survivial Mode

Map 4. [Hard Rain] Mi¢town


The first, second, and third strts of mitown are the seŠing for this, the largest Scavenge
map. With an area this expansive, you have more chance of being split up from your group,
but a wider variety of places to find fuel. Learn the aeyways and avenue topography from
your adventures during Hard Rain, and lk for items inside and outside of many homes.

+ The generator is positioned in the


kiŸie’s playground, which isn’t
close to any major scenery. This
makes it easy to spot most Infected
before they swarm this area (1).
+ Fuel Cans inside houses are gd
choices to grab. You
can guard the exterior drs so
the Fuel Cans are gra½ed with the
minimum of fu› and thrown down
near the generator (2).
+ The area around the playground is
easy to reach, but prone to aŠack,
so foow a friend with a Fuel Can 1 2
and check in a directions, guarding
them as they fi.
- Rftops are exceent for launching
a variety of Special Infected aŠacks,
especiay if other foes are inside the
houses, lking for Fuel Cans (3).
- Lurk on the balconies, rftops,
and behind vehicles (or even
Prima Official Game Guide

in the climbing frame) near the 3 4


playground, then foow foes in to
grab or aŠack them before they
finish fiing (4).
- When the enemies venture toward
the Burger Tank eatery to locate
more Fuel Cans, use the copious
places to ambush and waylay them.

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Scavenge Mode • Survivial Mode

Map 5. [Hard Rain] Sugar Mi¢


The loading dock of the sugar mi, as we as Refinery 2 and the plant o„er a long, reasonably thin expanse of
undulating te¨ain with a central gra›y area. The generator is at one end of the loading dock, but reaching some of the
Fuel Cans requires a great deal of treÀing, so moving in a group is usuay the best plan for the Survivors.

+ Take most of your team with you to secure Fuel Cans, and - Use your enhanced vertical movement to gd e„ect. 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 aŠack, as are any high
aŸitional Can (1). buildings.
+ The gra›y area around the generator (2) is large and - The shr number of locations to hide is exceent, but
makes spoŠing incoming Infected easy. Also projectiles are simply standing at the far end of the loading dock and
easy to throw a°urately. Watch for aŠacks from behind gra½ing a foe (3) is crudely e„ective. Concentrate aŠacks
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 gra›y area), or else handled with a di„icult to reach, launch multiple aŠacks in either the
teaœate 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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Scavenge Mode • Survivial Mode

Map 6. [The Parish] Park


The sunken brick courtyard,
steps to the park entrance
restrms, and the large
circular hedgerows with the
riderle› horse statue in the
miŸle are a a°e›ible in
this match, along with the
main restrms and gazebo
on the o osite side of the
park. The generator itself is
in the miŸle of the park,
with the main cache of items.

1 2 + The stone underpa› restrms


area is usuay where the Survivors
head to first (1), as there’s usuay
a cluster of Cans here. However,
vary this by moving in a di„erent
direction so the Infected are caught
o„ guard.
+ Kping together as a team of four,
knowing the exact Fuel Can you’re
heading to next. But taking di„erent
3 4
routes to get there hinders a
concentrated Infected retaliation (2).
Mix it up so you’re not predictable.
+ Fake out these fiends by heading
into the maze and doubling back,
or by lo½ing the Fuel Can over the
hedge to a waiting friend for a later
Prima Official Game Guide

pickup.

- This is an ambush paradise for the Infected, as you can hide


behind hedgerows or trs and then pop out and grab or savage
your victim (3).
- Try this plan in thr aŸitional locations: where the humans head
out of the main restrms (4), where they move around the hedge
maze, or where they head to the gazebo.
- Hedge your bets, so to speak, and lk for the largest concen-
206 tration of easily a°e›ible Fuel Cans. Group your aŠacks there.
The Basics survivors and infected Weapons and equipment Campaign Surviving and Scavenging achievements/appendix extras
Scavenge Mode • Survivial Mode

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 bŒk, and the specific tactics shown during the 5. You are aŠacked continuously, with no respite, by Hordes
of Coœon Infected that a ear in waves. In aŸition,
Walkthrough, aly to both Scavenge and Survival matches.
expect multiple and frequent aŠacks (sometimes simul-
For exhaustive tactical knowledge, consult the rest of this
taneous aŠacks) from Special Infected.
guide, tŒ!
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:

Medal Type Time Survived


Sub-Standard 00.00.01-03:59.99
Bronze Standard 04.00.00-06:59.99
Silver Standard 07.00.00-09:59.99
Gold Standard 10.00.00+

Blocking enemy routes is a sign of gd pla—ing.


Fight Infected fury with fire.
The foowing is a brief overview of Survival mode, which
pits a team of four Survivors against the relentle› Horde of
Coœon, Uncoœon, and Special Infected. This game mode
is played with up to four human players. The Infected are
always computer-controed. The oŸs aren’t in your favor;
in fact, as long as you understand that you’ eventuay die
at the hands of the putrid ma›es, you can figure out how to
survive for as long as po›ible. This is achieved by playing
repeated Survival matches and hding the advice on the
foowing pages.
In every match, there are certain elements that are constant:
1. You begin in a section of the map that usuay has many
items: ranged and Mel Weapons, Belt and Backpack
Items, and aŸitional aœunition. Remember, however,
that items are distributed randomly.
2. In aŸition, there are usuay explosive items (Fuel Cans
and Propane Tanks). You should place them in the miŸle
of the ground where the largest ma› of enemies streams
in from. Do this before the match starts.
3. Lk for a radio, switch, or other device to activate:
This begins the Match, but don’t start it yet! Instead,
completely scour the map for aŸitional su lies,
throwing down items like Fuel Cans to further bolster
your defenses. Be sure your entire team knows where
there’s extra items in case the action takes you to that
location.

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Scavenge Mode • Survivial Mode

* Locate major caches, and stay close to them. Many


matches are lost aŠempting to return to grab an item,
and not making it.
* Study Scavenge Mode for Infected wa runs, so you
know where Special Infected may ambush or a ear from.
* You should be we aware of the di„erent aŠacks you
can expect, and how to deal with them. The Survivors
and Infected chapter details this. Read the Weapons and
Equipment chapter t.
* Staying together has never bn this important, if your
team can remain within 20 ft of each other and not
wander o„, they can tackle larger or numerous foes
together, instead of failing separately.
Sk the Gold Medal standard to prove that your Survival * The scenery is important; judge the locations (such
prowe› is impre›ive. Anything le› is considered pitiful! as tables, vehicles, or piars) you can use to dodge
or waylay foes, or climb and hold out against the
Hd the foowing general advice to strive for the Gold overwhelming oŸs.
Standard:
* Consistent matches aow you to learn where the majority
* Tl up with the very best weapons for the job; as you’re of the foes are rushing in from. If you can blanket that
under constant threats from charging foes, close-combat area with fire or projectiles, you can concentrate on
weapons (such as Shotguns), coupled with a Mel other areas.
Weapon is considered advantageous over sniper or
scoped rifles. * Height is just as important as depth in your fighting; lk
for foes dro ing down from above, but also climb to
* Adrenaline or Pain Pis? If you nd to heal and revive areas above if you wish, as foes take longer to reach
other players faster, Adrenaline is the way to go. you. Unfortunately, this is usuay at the expense of
* Before the round starts, double-check the map doesn’t a°e›ing aŸitional su lies.
have enhanced aœunition of some kind; it is always * Being aŠacked from a angles is a nightmare. Pre›ing
much beŠer to blast foes with incendiary or explosive your backs against a wa, although not o„ering you as
rounds than normal buets. Make sure a of your team much movement potential, le›ens rear ambushes, and
loads up with this power-up. the fighting plays out like a bad dream.
* A dead-end might sm like a death sentence, but if
you can find a place where the Infected have to enter
a na¨ow space to reach you, such as the gate to the
helipad on the Bridge map, you can survive for a while.
Until you run out of aœunition in fact.

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 foowing maps isn’t completely
exact. Sometimes an item is there. Sometimes it is not. But be
prepared to scour a ten-fŒt 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
coŸespond to flŒr level.
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Scavenge Mode • Survivial Mode

Map 1. [Dead Center] Atrium Survival


A familiar location to anyone who’s fied up Jiœy Gi½s Jr.’s car, this Atrium features an expansive ground flr with an
information kiosk that holds most of the items, and a nearby counter with the radio. Two more flrs are a°e›ed via
staircases. Balconies stretch a around the main area of fighting, which is down below.

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

Flick on the radio close to the infor- 1 2


mation kiosk (1), and then begin the
fight in the atrium ground flr (2).
The u er balconies are an exceent
place to dash to; they o„er a couple of
exceent shortcuts via the gla› flrs
you can break and drop through, and
gaps where you can jump down and
move around the kiosk rf. But the
main cache of items and weaponry is
near the Blue 22 car, so return here. 3 4
Lay down a blanket of fire or other
projectile weapons to nuify aŠacks
in one direction (3), then concentrate
on foes streaming in from the ground
and above. Pay particular aŠention to
ambushes from balconies. Finay, strafe
around the ground structures to help
avoid aŠacks (4).

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Map 2. [Dark Carnival] Motel Survival


This is a large, flat motel parking lot with a main o„ice and motel rms. The stairwes and rms, and the rf of the
o„ice, are also a°e›ible. The entire motel area is fenced in, and the biboard sign behind the o„ice ca—ot be climbed.
The radio to begin the Survival match is on the military vehicle in the miŸle of the parking lot.

1 2 The swiœing pl (1) is a popular


place to try and defend, but only if
you watch the gaps in the was and
don’t get swarmed in the dp end.
The parking lot (2) aows you to strafe
around most Special Infected, but
you’re also te¨ibly exposed and easily
targeted. The o„ice (3) enables you to
hole up and blast through windows,
but you have limited escape options.
3 4 You can try grouping together near an
exterior fence so enemies mainly aŠack
you from the front. The same plan can
also be used if you decide to use the
Prima Official Game Guide

upstairs balconies, although there is


di„icult to avoid Charger and SpiŠer
aŠacks. Lurking near the buses is
unsafe, as you lack maneuverability and
foes can easily ambush you.

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Map 3. [Dark Carnival] Stadium Gate


You begin at the far end of the ground near the barns rf, with laŸer a°e› up onto the rftop itself and a tarmac
pathway down some steps to a switch that begins the Survival Match. Nearby is sca„olding. The largest expanse of open
ground is near the coection of barker huts and kiosks adjacent to the barns, where large oak trs grow and there is
more space to move.

Although the rf of the


barns (a°e›ed via a
laŸer) and the sunken
turnstiles area (where
the lever is to begin the
match) are both po›ible
places to hold out, the
rf is very dangerous
because Special Infected
can ca¨y you we away
from your friends and
drop you o„ the rf,
causing nasty damage.
The turnstiles area is just
t compact to survive
there for long, although
standing on the sca„old
back-to-back is the best
bet if you want to try. The
usual location to make
your stand is the barker
hut courtyard. Lay down
su re›ing fire and
projectiles by the kiosk
(1) to stop incoming foes
and use the open area
nearby (2) for strafing and
rescuing friends ca¨ied
o„ by the enemy.

1 2

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Map 4. [Dark Carnival] Concert Survival


Fight from the center stage of the concert arena, learn the various weapon cache locations and entrances on the stage,
and starting the rock concert by checking the microphone at the front of the stage. Although there’s no helicopter to
save you, check the Dark Carnival chapter for more ways to slay your foes as you turn it up to eleven.

1 2
Begin by learning the entrances that
the Infected are likely to fu—el 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 baŠles
(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

sma sca„old platforms are an option,


but your main cache is on the stage.
Don’t forget to use projectiles to halt
foes before they reach the stage itself.

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Map 5. [Swamp Fever] Plank Country Survival


Earl’s Gator Viage is the seŠing for this fight against the oŸs, and your team is at the edge of the river, where the
viage buildings and wharf can be used defensively. Be sure to read the Swamp Fever chapter on Earl’s Gator Viage for a
hugely comprehensive plan on surviving a Horde aŠack at this location.

Combat usuay begins with the 1 2


detonation of carefuy placed explosive
devices on the main thoroughfare
so that the initial waves of Infected
catch fire (1). Don’t stray t close
to the water’s edge, especiay with
Chargers and Jockeys about, or you
may be knocked into the water and die
instantly. Instead, use the gra›y area
(2) to strafe about, as we as the lower
rf of the two-story building (3). Set 3 4
fire to any Tanks and Chargers, watch
for Smokers that wi try to strangle
you from above, and take a trip to the
fe¨y (4) only if you have a chaperone,
as you’re heœed in here. In fact, your
chances of survival lengthen if you
move into the viage itself, away from
the watery dangers.

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Map 6. [Swamp Fever] Plantation Survival


You begin inside the plantation mansion and have a sma hedge maze and a two-flr building to utilize as the countle›
Infected swarm over the perimeter fencing. Use the radio at the far gate. Consult the Swamp Fever Campaign, paying
aŠention to the baŠle at the plantation mansion, for extra information on surviving this onslaught.

1 2
Prima Official Game Guide

Head back through the miŸle after the radio at the gate is used. Then spend as much time as po›ible 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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Scavenge Mode • Survivial Mode

Map 7. [Hard Rain] Burger Tank


Remember how you waited out the storm and lit the Burger Tank sign during Hard Rain? A similar set of plans is
advisable for this Survival Map; consult Stage 5 of the Hard Rain Campaign for further details. Start the match by
signaing the boat using the rf switch, but only after inspecting the entire first strt area.

1 2

The Burger Tank eatery may have t many entrances to e„ectively guard if you’re wandering around inside the dining
area (1), so take up a defensive position behind the counter, so that you can fu—el foes and withstand aŠacks from Special
Infected that can’t get through to hurt you. You have the laŸer, side, or rear entrance escape options from this point, t.
The rf is great for aŠacks, 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 aŠempting to slam you into the river.
Lay down Molotov or Fuel Can blazes to help hinder your foes.

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Map 8. [Hard Rain] Sugar Mi¢ Survival


Before switching the radio on at the loading dock concrete riser, inspect the fu perimeter of this section of the sugar
mi, which stretches to the edge of Refinery 2 and to the she of the plant entrance. The main area of action is the large,
gra›y area with puŸles of water, although there’s gra› behind the towers to check out, t.

1 2
Prima Official Game Guide

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 aŠacks. 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 aŠacking from the catwalks betwn the rusting towers, but
you nd at least one teaœate to back you up, or you’ be ove¨un.

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Map 9. [The Parish] Bus Depot


The action takes place in the bus depot that you moved through later in the stage, and has a number of long, winding
evacuation co¨idors (watch out for Chargers!) that lead to a sca„old platform where the switch to begin this fight is
located. In front of the platform is an area of tarmac, but the bus depot itself is closed.

1 2

The long, na¨ow, mesh-fenced co¨idors (1) are where most Survivors go to die, as it’s incredibly di„icult to kp the ma›es
of Infected from aŠacking from a directions, and there’s liŠle strafing rm. A beŠer plan is to use the laŸer and have a
teaœates head up to the sca„old platform (2), after dro ing Fuel Cans or waiting to lob Molotovs to burn the Horde that
mainly swarms around the entrance near the laŸers. 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 laŸer during a lu, or after throwing a Bile Bomb or a Pipe Bomb, and ascend again.

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Map 10. [The Parish] Bridge Survival


Those of you that escaped the Parish should already have a firm grasp of what’s required here; you must fight the Hordes
and Special Infected from the u er o„-ramp (which you can climb back to via a laŸer near the buses). But the main
action o°urs at the evacuation gate and helipad. The Parish Walkthrough has aŸitional plans to try.

4
Prima Official Game Guide

You can spend the first minute or more glfuy lo½ing in Molotovs as the Hordes of Infected aŠempt 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 fu—eled
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 pla—ing for the zombie apocalypse, you
Caution must employ a new degr of cu—ing 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 bŠn warned! each one.

Icon Name Description How to Obtain


Relatively simple, as long as you focus on only kiing Clowns after
Honk the noses of 10
CL0WND MelŠ Striking each one (so the nose honks), and your coeagues don’t
Clowns.
aidentay take down these Uncošon Infected during Dark Carnival.
Use a Molotov to burn a LŒk for a Clown during Dark Carnival, ideay in an expansive area where
FRIED PIPER Clown leading at least 10 you can strafe, stop your friends from firing, ready your Molotov, and wait
Cošon Infected. for the proceion behind a ružing Clown to grow to ten. Then burn them.
Swift reactions (or a friend who wants to spawn as a Charger during Versus
Ki a Charger with a MelŠ
LEVEL A or Scavenge and stand there) is nŠded for this; as Chargers randomly
Weapon while they are
CHARGE aear, Scavenge or Survival is the easiest mode in which to complete this
charging.
task.
This is a straightforward cuing. Tag a Spli‹er in the head from range to
Ki a Spi‹er before she is ensure the acid doesn’t leave her guet. At closer range, spo‹ing a Spi‹er
ACID REFLEX
able to spit. and reacting quickly is the key; charging in or using close weaponry usuay
isn’t fast enough.
A mixture of ružing, Adrenaline, Pain Pis, a do¦ed determination never to
CONFEDERACY Finish a campaign using only stay in one place, and se‹ing the Di iculty to Easy a help you achieve this
OF CRUNCHES melŠ weapons. one. Only one of the five campaigns nŠds to be finished, so chŒse the
shortest, or one you’re most familiar with.
This usuay involves simply finishing a of the campaigns, although some
CRA¾ Ki one of each Uncošon of the Uncošon Infected have particular foibles to be aware of. Read the
MENAGERIE Infected. “Survivors and Infected” chapter so you know exactly how to tackle each
type.
Ki a Jockey within 2 Simply stay close to another teašate, wait for a Jockey to leap aboard,
A RIDE DENIED seconds of it jumping on a and then peer the Jockey’s head with gunfire, or slash them with a MelŠ
Survivor. Weapon. The health of your friend is secondary to this Achievement!
Take a MelŠ Weapon, and don’t stop slashing foes until this Achievement
Decapitate 200 Infected with is awarded. As some MelŠ Weapons (the Katana and Fireaxe) are be‹er at
HEAD HONCHO
a MelŠ Weapon. this than others (a the rest), use those that make a me, and slash at head
height.
Whenever you start, finish, or are close to a Safe RŒm, lŒk for a
In a Versus match, leave the
Defibriator, or caŸy one with you, enter the Safe RŒm, and then step out
HEARTWARMER Safe RŒm to defibriate a
and save a Survivor already being pounded by the Infected. Tricky, but not
dead teašate.
impoible.
Tricky, and impoible? Only if you lack the neceary ski. This Achievement
STI¿
Survive a campaigns on is designed to test the me‹le of the hardest of the hardcore. Use the tactics
SOMETHING TO
Expert. present in this guide, and make as few mistakes as poible. There’s li‹le
PROVE
rŒm for eŸor.
Trickier, and insanely di icult. For this Achievement, you must trek through
Survive a campaign on
a single campaign without the help of the “glows” around your friends or
THE REAL DEAL Expert di iculty with Realism
equipment. Pick a campaign you’re most familiar with or the easiest and find
mode enabled.
some competent coeagues!
Form a team and beat an This is awarded early in your online antics, as sŒn as you confidentiay
STRENGTH IN
enemy team in 4v4 Versus or demolish a quartet of rivals. The only real problem is finding eight human
NUMBERS
Scavenge. players.

219
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The Basics survivors and infected Weapons and equipment Campaign Surviving and Scavenging achievements/appendix extras

Icon Name Description How to Obtain


As Mudmen have an ažoying habit of ružing at you, this means half-
DEAD IN THE Ki 10 swampy Mudmen
submerging yourself in the putrid water during Swamp Fever and le‹ing your
WATER while they are in the water.
coeagues know that any of these Uncošon Infected are yours to bag.
Coect 10 vials of BŒmer During the first Dead Center Campaign, this involves the slaughtering of the
ROÀED
vomit from infected CEDA Infected clad in hazmat suits and then checking each corpse for a vial of
ZOMBIE
agents you have kied. BŒmer Bile. Throw the Bile before coecting the next vial.
Although it might sŠm di icult, this is extremely simple once you lob a
DISMEM- Ki 15 Infected with a single Bile Bomb or a Pipe Bomb to a‹ract a ga¦le of the Cošon Infected. Then
BERMENT PLAN Grenade Launcher blast. shŒt an aurate grenade before the Infected blow up, disperse, or are shot
by teašates.
This involves randomly finding the Incendiary Ašo Pack, activating it, and
BURNING Ignite 50 Cošon Infected then blasting away at an increasing number of singed foes. The best time to
SENSATION with Incendiary Ašo. a‹empt this is when a Horde is active, such as when a car alarm is going o ,
or a switch nŠds preing.
These boxes are randomly found, although there’s usuay a Laser Sight
ARMORY OF Deploy an ašo upgrade
inside the gun store during Dead Center. Any box you find and then drop for
ONE and have your team use it.
your team to upgrade their buets and shes wins you this Achievement.
This involves waiting until your friends are dead and then using the randomly
Revive 10 dead Survivors
SHOCK JOCK ouŸing Defibriator to bring them back. This takes considerable time, but
with the Defibriator.
continued use with this item is the key to obtaining this reward.
Revive 10 incapacitated As long as the requirements are met—that you’re under the influence of
THE QUICK AND Survivors while under the Adrenaline, and you’re helping downed teašates back up after a nasty
THE DEAD spŠd-bŒsting e ects of clawing—this is straightforward but lengthy. Use the Adrenaline after a friend
Adrenaline. goes down, not before.
Because the Chainsaw has a limited amount of fuel, it is wise to use it in
CHAIN OF Ki 100 Cošon Infected
short, sharp bursts, ideay just as a group of Infected are closing in on you.
COÂAND with the Chainsaw.
Learn when a Horde is about to aear, and let the blŒdle‹ing begin!
Not only is this entertaining, but it is also informative: You’ have a newfound
Use a BŒmer Bile grenade areciation for this projectile weapon when you realize it impedes a Tank’s
SEPTIC TANK
on a Tank. a‹ack. Lob it straight at the head of this pink behemoth and watch the
Infected swarm it!
Throughout your campaigns, be sure you grab the Fireaxe, Baseba Bat,
Use every MelŠ Weapon to
CLUB DEAD Cricket Bat, Crowbar, Katana, Frying Pan, Electric Guitar, and Machete (and
ki Cošon Infected.
the Chainsaw for gŒd measure). Bludgeon, slice, and dice with a of them.
Holster your fancy firearms, and after fiing up on Health and perhaps
Ki a Tank with MelŠ Adrenaline, have a four of your team tackle the Tank using longer MelŠ
TANK BURGER
Weapons. Weapons (like the Baseba Bat or Katana) and circle-strafe with agility. This
ain’t easy!
Rampage acro the last part of The Parish by learning the quicker routes
BRIDGE OVER
Cro the bridge finale in acro the bridge, dodging a a‹ackers, arming yourselves with MelŠ
TREBLED
le than 3 minutes. Weapons, ignoring Tanks, and using distracting projectiles as you race to the
SLAUGHTER
choer.
This means you must complete Hotel, StrŠts, Ma, and Atrium. Found Jišy
Survive the Dead Center
PRICE CHOÃER Gis Jr.’s Blue 22 racer? He won’t be nŠding it anymore judging by that
Campaign.
jumpsuited zombie you might have sŠn during the finale.
It’s none of the fun of the fair as you cut and thrust your way through
Prima Official Game Guide

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 nŠd 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 backwŒds beasts you’re cuing as you trek through Plank
Campaign.
Country, Swamp, Shanty Town, and Plantation.

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Icon Name Description How to Obtain


Witches have developed a swŠt tŒth, and your team must not develop a
Survive the Hard Rain
WEATHERMAN tendency to shŒt anything that’s wŠping, or you’ never complete Mitown,
Campaign.
Sugar Mi, Mi Escape, Return to Town, and Town Escape.
Beating the Big Uneasy is no mean feat thanks to the extra-tough location
BRIDGE BURNER Survive the Parish Campaign. and madcap finale; earn this Achievement by finishing Waterfront, Park,
Cemetery, Quarter, and Bridge.
Navigate the impound lot and This one begins when you reach the impound car lot during The Parish stage
VIOLENCE IN
reach the cemetery Safe RŒm caed Cemetery. Exit the sewer, use MelŠ Weapons, and rapidly head down
SILENCE
without triing any alarms. the center of the car lot to minimize the chances of failure.
The roaming gnome is the key to obtaining the only non-Achievement prize,
GUARDIN’ Rescue Gnome Chompski
so head to the Peanut Gaery (in the Fairground stage), and score 750 points
GNOME from the carnival.
in this Dark Carnival game. Grab the gnome from his sma red prison.
This relies on competence, a strict control of itchy tri¦er fingers, and
Navigate the Sugar Mi and
remembering the plan for leaving Witches alone (usuay giving them a wide
SOB STORY reach the Safe RŒm without
berth, and no flashlights in their faces). Now do this during Stage 2 of Hard
kiing any Witches.
Rain.
The remains of the plane can be found during Swamp Fever, in the aptly
Defend yourself at the
WING AND A titled Swamp stage. As you reach the hatch dŒr, remain in the mi«le of
crashed airliner without
PRAYER the plane, as steing out on the wing exposes you. Guard the hatch with a
taking damage.
MelŠ Weapon and hope for the best.
As the Jockey, ride a This can be a‹empted during Versus or Scavenge modes. Auming you
QUALIFIED RIDE Survivor for more than 12 don’t have a wiing stŠd, you nŠd to find a stra¦ler and ride them in an
seconds. area where they won’t fa or be rescued. Plan the a‹ack carefuy.
Giving any of the Survivors a ride is straightforward, but doing it again? It’s
As the Jockey, ride the
BACK IN THE tricky, as you’re usuay kied if you try it. Enter Versus (or Scavenge) mode,
Survivors twice in a single
SAÄLE ride your first Survivor to their death. Then catch the remaining foes and do
life.
it again.
This involves a fair degrŠ of agrŠment among Infected, as you nŠd a
As the Jockey, ride a
RODE HARD, Spi‹er’s help in completing this task. Of course, you can simply lŒk out for
Survivor and stŠr them into
PUT AWAY WET a patch of grŠn acid, especiay during Versus matches or at a generator in
a Spi‹er’s acid patch.
a Scavenge match.
As the Spi‹er, hit every The Spi‹er must vomits over a four of the Survivors during a Versus or
GREAT EXPEC-
Survivor with a single acid Scavenge match. When your foes aren’t wiing victims, lŒk for an enclosed
TORATIONS
patch. rŒm when the Survivors are clearing a house. It is your best bet.
A SPIÅLE As the Spi‹er, spit on a During Versus or Scavenge matches, work with a friendly constrictor; wander
HELP FROM MY Survivor being choked by a near to the Survivor (without giving either of your positions away) and, once
FRIENDS Smoker. the choke is underway, finish the job with a disgusting acid belch.
When a Versus or Scavenge match cas for a team to enter a building, or to
As the Charger, bowl
SCAÅERING move down a long, naŸow coŸidor or road, hope your human foes are in a
through the entire enemy
RAM line, and Charge them, ideay from behind. You don’t nŠd the rŒm, so tiny
team in a single charge.
chambers are worth considering, tŒ.
As the Charger, grab a For this to haen, you must be in Versus or Scavenge mode and have
MEAT Survivor and smash them already Charged a foe, ideay after the rest of the Survivors have leaped
TENDERIZER into the ground for a solid acro a one-way jump, leaving the stra¦ler a on their own. Pušel to
15 seconds. completion.
You’ nŠd a large, expansive area (such as one of the long strŠts during
As the Charger, grab a
LONG DISTANCE the Parish Campaign, the bridge, gray areas and strŠts in he mi, the cane
Survivor and caŸy them
CAÆIER field) and apathy or ignorance from the rest of the Survivors. Do this in
over 80 fŠt.
Versus or Scavenge matches.
The type of medal is unimportant, so at the very least this means surviving
In a Survival match, get a
for four minutes. A‹empt this by finding an area that foes are fuželed
BEAT THE RUSH medal by using only using
through, like the gate near the helipad in the Bridge Stage. A lot of ružing
MelŠ Weapons.
helps, tŒ.

221
primagames.com
The Basics survivors and infected Weapons and equipment Campaign Surviving and Scavenging achievements/appendix extras

Icon Name Description How to Obtain


Are your motley crew of players up to the task? Can they caŸy Fuel Cans
HUNTING PARTY Win a game of Scavenge. and a‹empt sueful pouring in the combat zone? As Infected, can they
waylay and wage war on those nearing a generator? Not a tricky one, this.
During your Scavenge matches, the total number of Fuel Cans is recorded. As
Coect 100 gas cans in
GAS GUÇLER you can’t gather and pour a 16 Cans that are available in each match, you’re
Scavenge.
likely to play a fair few matches before obtaining this one.
Not easy. This involves Infected incompetence, teašates that chaperone
CACHE AND Coect 15 gas cans in a
you like you’re made out of virus antidote, and a general agrŠment that
CAÆY single Scavenge match.
you’re the person who’s on Fuel Can-gathering duty. Adrenaline helps, tŒ.
A Scavenge shutout? Entirely poible, providing you’re foowing the plans
Stop the enemy team from
SCAVENGER for the Infected, work extremely we as a team, and have a spot of luck
coecting any gas cans
HUNT during the match. Chaenging a completely incompetent set of friends works,
during a Scavenge match.
tŒ.
Auming a Tank hasn’t broken the machine and sušoned a Horde, locate
Prove you are stronger than
GONG SHOW the “Test Your Strength” machine during the Barns Stage of Dark Carnival,
Moustachio.
take Adrenaline, and hit the red bu‹on with a MelŠ Weapon.
With the stakes high after previous rounds have gone to a draw, your task is
Make a Survivor drop a gas to ensure that a Survivor fumbles the Fuel Can. A Smoker, Jockey, or other
FUEL CRISIS
can during overtime. we-timed a‹ack by a Special Infected can complete this task. Ge‹ing to
Overtime is more di icult.
This involves the fu help of your team, who can waylay Survivors armed
Cause 25 gas can drops as a with more than a Fuel Can, while you concentrate on the refueling humans
GAS SHORTAGE
Special Infected. during a Scavenge match. Continue this throughout the rounds until
completion.
During the Barns Stage of Dark Carnival, chaenge the ’Stache Whacker
STACHE Prove you are faster than
machine to withstand your very special maet: an explosive grenade punted
WHACKER Moustachio.
out of your Grenade Launcher. It’s the only easy way to beat this game.

THE ROAMING GNOME


Did you caŸy Gnome
Chompski onto the
helicopter? Then you
receive a special prize:
a Depeche Mode Avatar
shirt (in a«ition to the
Achievement for beating
the campaign). The stipulation is that the gnome
must be held and on the choer. A teašates
who began the campaign (that is, were in the
Loy before the campaign started) receive this
special prize, tŒ, providing they didn’t exit the
game at any point.
Prima Official Game Guide

222
The Basics survivors and infected Weapons and equipment Campaign Surviving and Scavenging achievements/appendix extras

Chapter excerpt from The ZOMBIE Survival Guide: Recorded A acks


by Max Brks
For more information, go to www.RandomHouse.com
The Basics survivors and infected Weapons and equipment Campaign Surviving and Scavenging achievements/appendix extras
The Basics survivors and infected Weapons and equipment Campaign Surviving and Scavenging achievements/appendix extras
The Basics survivors and infected Weapons and equipment Campaign Surviving and Scavenging achievements/appendix extras
The Basics survivors and infected Weapons and equipment Campaign Surviving and Scavenging achievements/appendix extras
The Basics survivors and infected Weapons and equipment Campaign Surviving and Scavenging achievements/appendix extras
The Basics survivors and infected Weapons and equipment Campaign Surviving and Scavenging achievements/appendix extras
The Basics survivors and infected Weapons and equipment Campaign Surviving and Scavenging achievements/appendix extras
The Basics survivors and infected Weapons and equipment Campaign Surviving and Scavenging achievements/appendix extras
The Basics survivors and infected Weapons and equipment Campaign Surviving and Scavenging achievements/appendix extras
The Basics survivors and infected Weapons and equipment Campaign Surviving and Scavenging achievements/appendix extras
The Basics survivors and infected Weapons and equipment Campaign Surviving and Scavenging achievements/appendix extras
The Basics survivors and infected Weapons and equipment Campaign Surviving and Scavenging achievements/appendix extras
The Basics survivors and infected Weapons and equipment Campaign Surviving and Scavenging achievements/appendix extras
The Basics survivors and infected Weapons and equipment Campaign Surviving and Scavenging achievements/appendix extras
The Basics survivors and infected Weapons and equipment Campaign Surviving and Scavenging achievements/appendix extras
The Basics survivors and infected Weapons and equipment Campaign Surviving and Scavenging achievements/appendix extras
The Basics survivors and infected Weapons and equipment Campaign Surviving and Scavenging achievements/appendix extras
The Basics survivors and infected Weapons and equipment Campaign Surviving and Scavenging achievements/appendix extras

PRIMA Official Game Guide


WriŠen by:
Prima Games
An Imprint of Random House, Inc.
3000 Lava Ridge Court, Suite 100
David S.J. Hodgson
Roseville, CA 95661
www.primagames.com
Contents
The Prima Games logo is a registered trademark of Random Welcome to the Zombie Stage 2: Fairground.......................78
House, Inc., registered in the United States and other countries.
Apocalypse. Again ..................2 Stage 3: Coaster.............................85
Primagames.com is a registered trademark of Random House,
Inc., registered in the United States. Fight 4 Your Life: Stage 4: Barns .................................92
© 2009 by Prima Games. All rights reserved. No part of this book may The Basics..................................3 Stage 5: Concert ............................97
be reproduced or transmitted in any form or by any means, electronic or Discerning Your Display................3 Swamp Fever .......................... 102
mechanical, including photocopying, recording, or by any information
storage or retrieval system without written permission from Prima Games. Game Modes ......................................4 Stage 1: Plank Country ..............104
Prima Games is an imprint of Random House, Inc. Movement and Combat ................. 8 Stage 2: Swamp .............................111
Senior Product Marketing Manager: Donato Tica Survival Tips and Tricks ............ 13 Stage 3: Shanty Town ................ 117
Associate Product Manager: John Browning
Manufacturing: Stephanie Sanchez & Suzanne Goodwin Survivors and Stage 4: Plantation ......................124
Design & Layout: Bryan Neff & Jody Seltzer the Infected ..............................15 Hard Rain ................................. 130
Copyeditor: Sara Wilson
Survivors ........................................... 15 Stage 1: Mitown ..........................132
Hats off and caps doffed to the dedicated folks at Valve Software for all their The Infected ..................................... 16
help and support in the creation of this guide. Particular thanks to Doug Stage 2: Sugar Mi .......................139
Lombardi, Charlie Burgin, Quintin Doroquez, Bank Charnchaichujit, Brett Uncošon Infected ..................... 17 Stage 3: Mi Escape ....................148
English, Ted Rivera, Tejeev Kohli, Matt Boone, Tristan Reidford, Jeremy Special Infected .............................. 18 Stage 4: Return to Town ..........154
Bennett, Phil Co, Ido Magal and David Sawyer.
Leave Them Dead: Stage 5: Town Escape ................157
© 2009 Valve, the Valve logo, Left 4 Dead 2, Left 4 Dead 2 logo are
trademarks of Valve Corporation in the United States and other countries. Weapons and Equipment... 26 The Parish ............................... 162
©2009 Prima Games and Valve Corporation. Campaign Introduction ........ 36 Stage 1: Waterfront .....................164
All products and characters mentioned in this book are trademarks of their LŒking 4 Guidance? ...................36 Stage 2: Park ..................................168
respective companies.
A Sma Sampling ...........................36 Stage 3: Cemetery .......................175
Please be advised that the ESRB Ratings icons, “EC,” “E,” “E10+,” “T,”
“M,” “AO,” and “RP” are trademarks owned by the Entertainment Software Dead Center .............................. 38 Stage 4: Quarter ...........................184
Association, and may only be used with their permission and authority. For Stage 1: Hotel...................................40 Stage 5: Bridge .............................193
information regarding whether a product has been rated by the ESRB, please
Stage 2: StrŠts ..............................47 Surviving and
visit www.esrb.org. For permission to use the Ratings icons, please contact
the ESA at esrblicenseinfo.com. Stage 3: Ma .....................................56 Scavenging ............................ 199
Important: Stage 4 Atrium ................................64 Scavenge Mode ............................199
Prima Games has made every effort to determine that the information
contained in this book is accurate. However, the publisher makes no
Dark Carnival ............................ 68 Achievements Aendix .... 219
warranty, either expressed or implied, as to the accuracy, effectiveness, or Stage 1: Highway ............................ 71 Extras ......................................... 223
completeness of the material in this book; nor does the publisher assume
liability for damages, either incidental or consequential, that may result
from using the information in this book. The publisher cannot provide any
additional information or support regarding gameplay, hints and strategies,
About the Author:
or problems with hardware or software. Such questions should be directed Originay hailing from the English city of Manchester,
to the support numbers provided by the game and/or device manufacturers David began his carŠr in 1995, writing for numerous
as set forth in their documentation. Some game tricks require precise timing claic British gaming magazines from a rusting,
and may require repeated attempts before the desired result is achieved. condemned, bohemian dry-docked German fishing trawler
floating on the River Thames. FlŠing the United Kingdom,
ISBN: 978-0-307-465634 he joined the crew at the part-fraternity, part-sanitarium
known as GameFan magazine. David helped launch GameFan BŒks and
form Gamers’ Republic, was partly responsible for the wildly unsueful
incite Video Gaming and Gamers.com. He began authoring guides for Prima
Author Thanks and Acknowledgements: in 2000. He has wri‹en over 60 strategy guides, including: The Legend of
To my loving wife Melanie; Mum, Dad, and Ian; Bryn, Rachel, Samuel, and Zelda: Twilight Prince, Aain’s CrŠd, Half-Life: Orange Box, Mario Kart
Ben; The MŒn Wiring Club, Boards of Canada, Ladytron, Kraftwerk, Laibach; WÈ, and Faout 3. He lives in the Pacific Northwest with his wife Melanie,
Ron and Fez (and the Midnight Rider); and J for pŒr Gustaf Johansen, A and an eight-fŒt statue of Great Cthulhu.
sailor from Oslo most sorely tried, Who survived pirates, R’lyeh and even We want to hear from you! E-mail cošents and fŠdback to
great Cthulhu, Then was hit by a bundle of papers and died. [email protected]

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