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Left 4 Dead 2 Guide: Catching Swamp Fever, Page 2

Stage 3: Shanty Town

Setting: It's now time for a stage mostly similar to the first, but with way more supplies. You must travel through the swamp yet again on your way to the plantation. You'll be passing through several shanty towns, which means lots of close-quarters combat with Infected and potential for being knocked off of ledges. Your safehouse is located outside of the swamp at a normal country town right next to a rich plantation.

Crescendo Event: This event is tough, because it's like the event from the fourth stage of Dark Carnival. You must trigger a bridge, which you can then run across to continue. What makes it tough is that Infected will not stop attacking until you reach the safehouse. There's a good distance between you and said safehouse, so anything you can use to distract Infected - such as bile bombs or pipe bombs - is perfect to use here. Make sure not to get knocked off of the shanty town area, as landing in the water slows you down so much that you will almost definitely die.

General Tips

  • Since this stage takes place in an area full of houses, there are a ton of supplies to be looted. This stage has a lot of first aid packs, for example.
  • You will normally run across a dead soldier hanging out of a tree by his parachute. He carries a random grenade, a first aid kit, and a rifle. It's great if you need to resupply.
  • This area switches between pure swamp, planks, and upraised shacks. Use the upper ground to your advantage, don't stick solely to the swamp.

Stage 4: Plantation

Setting: It's time to get rescued! The plantation is the finale of this particular campaign, and is unique in that it is the most similar to the original camapaigns. There's a heavy emplaced weapon up top, a lot of room to move around, and a massive amount of supplies. You must call Virgil, a boat owner who has been ferrying people around in return for supplies. You must defend your entrenched area through four waves before fleeing to the boat to finish the chapter.

Finale: This finale is tough. We don't mean your garden variety tough, but almost impossible. First off, it has a good distance between the starting safehouse and the actual finale. Second, the second Tank wave has two tanks instead of one. You heard us. Two tanks. This is hard on Normal, and murderously impossible on Expert Realistic. The plantation is bursting with supplies, thankfully, which makes this incredible assault remotely possible. The best place to take the finale is right next to the emplaced weapon, as there are exactly four killzones and it's easy to cover them all and each other at the same time.

General Tips

  • Do not fight the Tanks in the house. Fight them in the hedge maze. It'll be much easier to confuse and outrun them, and you will also have a lot of room.
  • Supplies spawn in the same places every time. Grenades are to the right immediately as you walk into the main hallway, gas cans are grouped together, and the temporary health items are also located in one place.
  • The one thing that can kill this stage for the players is the ammo pile location. There's two possible locations: inside the house where it is easy to get to, or out in the middle of the open next to the hedges. Guess which is safer.
  • The town on the way to the plantation has tons of good supplies. Ransack it.

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