The Concert

"I always wanted to run to a helicopter during a guitar solo, just like in a music video!"

- Ellis

"Okay, we'll set off the pyrotechnics, but I'm telling you right now. I AM NOT GOING TO AIR GUITAR."

- Nick


 * For the actual in-game concert/stadium, see The Peach Pit Stadium.

The Concert is the fifth and last chapter of Dark Carnival. The Survivors must attract a helicopter by starting up the Midnight Riders concert at The Peach Pit stadium, which includes opening lights, the use of fireworks, and playing the sound system on full blast on a concert stage. The Concert is also a playable Survival Mode stage.

Survivor Walkthrough


Upon starting grab a weapon of your choice, the health kit and heal up if needed. Run out the safe room and search the bathroom and kitchen area to your right as it is one of four spawns for a potential Bile bomb. Proceed up to the next area and search the restroom stalls to the left, as it is the second of four areas to contain a Bile bomb (search the left restroom). Usually at this time, the Director summons a horde from the restroom with the boomer bile so be careful if this happens. Look at the food stands to your left after searching the area (or passing if you already have found it at the first spawn point) as another bile bomb may be there. The last one is behind some food trucks to the stage.

When you enter the stadium if a horde has not been summoned yet the Director will spawn one now coming in from where you had just came from. A well-placed Molotov should burn most of them. Special Infected will not spawn in the stadium during Campaign but during Versus, infected players can spawn inside. They will only spawn in Campaign if you go back into the entrance you used to enter the stadium, along with hordes.

Clear out the stadium of Infected. There are plenty of things you should search for before starting the finale. Note that some of these spawns change each attempt:


 * Weapon spawns: Either spawn inbetween the two platforms containing a pistol, shotgun, assault rifle and sniper rifle spawn.
 * Sniper Rifle spawn on the larger platform while the smaller one has a Grenade Launcher.
 * Health kits: Either spawn in a first aid kit near the sound mixer to turn on the lights or at the raised platform in the stage.
 * Adrenaline Shots: Either spawn at the two platforms or near the mix tape to start the finale.
 * Pain Pills: Either spawn on the scaffolds or at the speaker stacks on or around the stage.
 * Molotovs and Pipe Bombs spawn on the speaker stacks around the stage or on the bottom stair landings near the platforms. A Molotov can be found on both platforms near the seating area.
 * Fireworks and Gas cans are in the ground in front of the stage. The Fireworks are always there but the gas cans may not appear.
 * Two Defibrilator spawns near the scaffold platforms.



Several popular methods to get through this finale are listed below:

Defense: The Stage Method

 * In co-op play, three players should have either auto shotguns or assault-type rifles and the fourth player takes a hunting/sniper rifle. Shotgun and assault rifle players attack close up Infected while the scoped rifle player deals with distant Infected.
 * The center of the stage has a raised platform which can be used to advantage. The stage is also cluttered with equipment arranged in a way that creates distinct choke points for a team positioned appropriately and who has laid out boxes of fireworks and gas cans to augment their defenses.
 * When Infected or Tanks come at the front, turn on the fireworks along the front of the stage, as they will not attempt to avoid them and will be lit on fire.
 * If a team needs to make an emergency ammo run and the ammo stash is up on the front seats, find adrenaline at the table and use it.
 * Keep an adrenaline shot in reserve for the final dash to the rescue helicopter.

Defense: The Platform Method

 * Facing the stage amidst the seating are two high-raised construction platforms made of scaffolding. The one with the Sniper Rifle spawn is one level higher then the one with the Grenade Launcher. Both platforms have a Molotov near their respective weapon spawns.
 * The taller scaffold is used over the higher one as it gives a better lookout then the smaller one.
 * This method is extremely effective if the ammo spawn is near the platforms as players will not need to travel far and be caught offguard during a Horde attack.
 * Three players with shotguns/assault rifles should stay on the lower/middle level while an assault/scoped rifle player stays on the top. The player on the bottom will tank incoming Commons while the middle help the lower level player out. The top level player will deal with distant Infected and any Special Infected that spawn from a distance.
 * This provides more single targets for the Infected to hit; the Infected will usually swarm the lower level player (making the direction of fire extremely easy), and make Spitters have a tough choice of where they should spit as they will be unable to hit all players at once. The middle level players can jump down to save the lower level player or free the top level player if they are being constricted by a Smoker.
 * When a Tank spawns, move out of the platform and fight him on the seating area. When he dies quickly heal up and grab ammo before the horde spawns.
 * If any players are killed use the defibrilator spawn on the lower level to revive dead players.
 * The top level player should watch out for Infected who may climb the scaffolding, including Special Infected.

Defense: The Sound Mixer Method

 * Way at the top of the seating area two sound mixers. There is one on the right and one on the left. A third one is located immediately facing the stage and normally has supplies nearby.
 * Players set up a defensive perimeter at one of the first two sound mixers. It does not matter which one.
 * This position has the advantages of long sight lines (enabling many Infected to be engaged at long range) and maximum player mobility. L4d2_0979.jpg
 * Good snipers are valuable here because Infected take some time close to the position.
 * In co-op play, two players should have sniper rifles and the rest assault-type rifles. Shotguns may be considered but they lack the range. (As always, players should experiment with weapons and explore the options.)
 * Tanks should be easy since players have excellent mobility and can circle around them throughout the arena.
 * If a player has a Chainsaw, it is easy to carve a way to the helicopter when it arrives.
 * Note that The Mixer Method has two potentially serious drawbacks. Firstly, players are located a very long way away from the ammo resupply point (especially if it is down on the stage). Secondly, if the rescue helicopter arrives on the other side of the arena from their chosen defense location, players face a terribly long and dangerous trek to reach it.

Defense: The Doorway Method

 * Below the stairs is a closed doorway with a box of fireworks near it. The idea is to defend in this area with a semi-circle of fireworks and gas cans arrayed in front.
 * Infected will be coming in from three sides and will also drop down from above.L4d2_0966.jpg
 * Players lean against the walls in a box formation: two on the door and one each on the left or right walls.
 * This is close quarter combat, close-ranged firearms and melee weapons are essential: a chainsaw is invaluable.
 * Firework boxes and gas cans must be arranged before starting the Finale.
 * Spitters are huge risk because the team is in a confined space.
 * Once a Tank arrives, the team splits up to engage him.

Defense: The Seating Method
In co-op play, at least one person should have a Hunting or Sniper rifle to pick off Special Infected.
 * This method is very similar to The Mixer Method outlined above.
 * The team positions itself on the top level of the seating area near to the lighting controls.
 * They will have the high ground so as to shoot Infected coming up at them. L4d2_0596yfo.jpg
 * Since Infected can come from all sides, fire control must be switched rapidly.
 * Sometimes there is a medical cabinet behind this position.
 * Smokers,Chargers, or Jockeys can break up the group.
 * The team will have plenty of room and time to kill the Tank.
 * This position makes it easier to reach the helicopter since the run is generally down hill.
 * Ammo will sometimes spawn in the middle of the seats in between to two platforms. When that happens, the benefit of selecting this position is strengthened. However if the ammo stash is way down on the stage this is a serious disadvantage.

Defense: The Jesus Plywood Method
This glitch was corrected in the June 17 update.

Note that players wishing to get the Guardin' Gnome achievement (and to enjoy the music!) should take a serious look at this strategy. It is only possible when playing a campaign with humans (since bots will not co-operate).
 * Players camp over those wooden panels on the far end of the stage and stay crouched.
 * In order to get on top of the plywood, each player in turn goes behind the forklift and jumps up on it twice. From there, a jump can be made across to the plywood.
 * Once there, each player stays crouched, flashlights off and watches out for Smokers.
 * No Common Infected will spawn, only some Special Infected. The two Tanks will spawn, but they will either die immediately/in a few seconds or spawn on the far end of the arena, so the team can safely take them down (especially if someone is equipped with a sniper rifle). Care is need though because a well aimed concrete throw can hit all the Survivors.
 * If a player falls off the panels, the Infected will spawn as usual. This means that when the rescue helicopter arrives, the team will face a horde of Infected so it is essential to prepare (adrenaline, pipe bombs and Boomer Bile really helps here). As always, the team must stay together as Chargers, Jockeys and Smokers can intervene to split everyone up.
 * Sometimes the Tank will spawn on top of the roof on the building to the left of the plywood (assuming the team is facing the seats) and throw concrete at the team's position. As noted above, a lucky hit will comprehensively derail this strategy so he needs to be taken out as soon as possible.

Defense: The Corner Stage Method

 * Note that the original version of this method depended on the fact that Infected did not spawn near this location. Unfortunately the fact that Valve subsequently patched in spawning points right at this position almost negates this method's attractiveness.
 * Before starting the concert, one player must have a pipe bomb or a bile bomb.
 * The defensive position is located in the upper right corner of the seating area near the doorway where the Infected come out. It features a small space large enough to accommodate one or two players formed by a railing and a metal box on each side.
 * A defensive perimeter is set up using boxes of fireworks and gas cans.
 * The best weapon combination are two Sniper Rifles or Hunting Rifles, any melee weapon and any automatic weapon. (As always, players should experiment and try out different weapon mixes.)
 * Ideally each player should have an adrenaline shot to speed their progress to the rescue helicopter.
 * Once the concert has started, the team forms up in the above area and defends from there. The railings and the long, open distances the Infected have to cover allow the team ample time to ply them with fire and thin their ranks.
 * When the first Tank spawns, the team divides and cones him with interlocking fire reforming thereafter to face the second wave of Infected.
 * It is important to note that if the rescue helicopter arrives at the opposite side of the arena to the team's chosen location, players face a dauntingly long trek to reach it.

Defense: The Stage-Platform Method

 * This method involves setting up a defensive perimeter on the small raised platform in the center-rear of the stage that is protected by sound and performance equipment.
 * As always, team members should possess an adrenaline shot each (to facilitate bugging out for the rescue helicopter) and at least one player should save a pipe bomb or bile jar so as to provide a distraction during the dash for the helicopter at the end of the chapter).
 * Firework boxes and gas cans must be set up on the stage at the obvious choke points (e.g. to the left and right at the rear of the stage).
 * This is to be a short-range, close quarter fight so players are well advised to weight their weapon selections towards assault-type rifles (e.g. AK-47, Combat Rifle, Assault Rifle) with either Dual Pistols or a long reach melee weapon (e.g.Guitar, Katana etc.).
 * Players hold out in the stage during the first wave (denoted by the song Midnight Ride).
 * Once the first Tank spawns a good idea is to split up the team to cone him with interlocking fire and to see if he can be tempted to storm the stage - in which case one player can run forward and set off the stage-front fireworks. The Tank jump through the flame and catch alight thereby inflicting additional damage upon himself.
 * Firework_Launch.jpg the first Tank is killed, all Survivors can either regroup on the stage platform (restocking on ammo as they go) ready to face the second horde of Infected. Thereafter, once the second Tank goes down and the helicopter arrives, players inject their adrenaline shots and pop a carefully preserved Bile Bomb or Pipe Bomb and bug out. Alternatively, once the first Tank goes down, players can quit the stage and climb the tower in the seating area without the Sniper Rifle holding out there against the second wave of Infected and dealing with the second Tank as per normal before applying the standard evacuation procedure of adrenaline shot and grenade distraction to reach the helicopter once it makes its appearance. (Please refer to the pointers elsewhere on this page related to a Tower Defense.)
 * This method is helpful if a player is trying to get the Guardin' Gnome Achievement. Gnome Chompski can be set down in perfect safety on the stage (or on the tower platform) ready to be snagged and carried off to the helicopter at the end.

Spitter
As the Spitter, you're going to want to hit the fireworks either when the round starts so the Survivors can not get them, or as the Survivors are collecting them to do some damage. You're also going to want to avoid the platforms to avoid being seen by any Survivors who look up, but also avoid being on the stage where the Survivors will do anything to get supplies. Another good strategy is to spit into the stage lighting so the Jockey can do damage for both Spitter goo and fire damage, or spitting under the microphone so the Survivors can not start the stage lighting for another ten to twenty seconds, giving the other Infected time to weaken them for the Common Infected.

Charger
Unlike the Spitter, when playing as the Charger you're going to want to crouch on the platforms, close to the ladder so when the Survivors are climbing, you can charge them down into the stands, doing some extra impact damage. Another strategy is to crouch behind the fireworks, charging the Survivors towards the stage, making them drop the fireworks, and maybe making one of the other Survivors shoot the fireworks, getting one weapon out of their arsenal.

Jockey
When playing as the Jockey, you need to stay out of sight until the Survivors light the stage lighting, then leap onto them, leading them directly into Spitter goo and/or the Stage Lighting, dealing damage. Another good strategy is to hide until the Tank is about to spawn, then lead a survivor directly over to the Tank.

Boomer
The Boomer is quite ineffective on the concert, as there are no places to hide, but a good strategy is to be like the Charger, crouching on the platforms to avoid being seen. When a survivor climbs up, cover them in bile. Be warned that if you attempt to climb the huge platforms, Survivors can see you and kill you, or wait for you to climb up and then shove you for a kill.

Smoker
As the Smoker, when the stage Survivors are on stage, shoot your tongue through the Stage Lighting, dragging the Survivors through them doing damage. When they are on the platforms, you need to rip them off, incapacitating or killing them. When they get on the helicopter, try to pull them off to delay the game and allow your fellow teammates to kill the others.

Hunter
The Hunter strategy is simple, jump through any gas tanks, fireworks, molotov fire, or even the Stage Lighting, then pouncing the Survivors to do a good two to five damage per attack. Another good strategy is to jump from the taller platform onto the Survivors, doing a good ten to sixteen pounce.

Tank
The Tank is probably the easiest to use in this campaign. Lead the Survivors onto the stage or onto the platforms. When on the platforms, they either have to fight you or jump. When they are on the stage, they usually will try to back up and end up running into a wall. Do not walk into the slim area where Survivors can activate fireworks and set you on fire without a molotov.

If you can, try to corral one of the Survivors into the blocked off corner (west if you're on-stage facing the seats). There's a forklift there that you can use to insta-incap Survivors. If you can find a way to that corner inconspicuously, you can batter the forklift out into an open area for more fun.