The Barge

"Yo, Captain Bill, can we take this ship?"

- Francis

"Ahhh... dammit... the crows are bringin' the zombies!"

- Louis

Campaign
At the beginning, all the AI bots will grab shotguns.

The Survivors
In co-op play, a team should favor selecting Assault Rifles. The long and medium ranges in this chapter mitigate against shotguns whilst the Crescendo Event and Hordes work against the Hunting Rifle. Naturally, players should feel free to experiment with different weaponry mixes in a team, but a weighting towards the Assault Rifle will invariably be found to be the most effective in the long run.

All team members should have Dual Pistols, of course.

This chapter features significant numbers of randomly loitering (and spontaneously attacking) individual Common Infected. For this reason, it is easy to run low on Tier 2 ammo if a team does not adopt the good habit of culling them with Dual Pistols.

Faced with the Crescendo Event at the ore pile, players three main options: fight it out on the top of the pile, quickly fall back to the base of the pile (thus creating distance and separation) or move into the conveyor belt gantry (thus creating a tight and deadly, two-way choke point for the Common Infected).

Players should not forget to explore the rear of the stern of the ore ship.

A Smoker and Boomer often spawn on the ore ship upper deck whilst a Witch will usually materialize in the bow area.

Minor supplies will usually spawn topside at the bow of the ore ship.

Unless a team is spoiling for a fight and has good ammo stocks, it is not strictly necessary for a team to go below decks on the ore ship.

The Infected
This level is well-suited for the Charger, due to its long, open areas. As a Hunter, don't go for random pounces unless you are playing in Realism Versus; otherwise, the Survivors just have to shoot in the direction of your silhouette. The Charger really comes into its best moments of effectiveness once the Survivors have passed the boat lying dead in the water. From there, a Charger can wait until the Survivors are all the way across the water, and then charge one of them all the way back. A Spitter can work good, too, if she spits where the Charger takes the Survivor. Also, the street just past the water is a good place to charge, and probably the very best charge spot comes at the hill.

On the hill, the Survivors move at a very slow speed, and if you're lucky, you can charge them down into the water. Smokers can also pull Survivors from the top of the hill. If done properly, you can easily ruin their team's progress and secure an easy win for yourself.

However, if you get a Tank before they start up the hill, you can hide behind the hill and wait until they get to the top, then punch them. A direct hit should send them flying down to the bottom of the hill, damaging them greatly, incapacitating them or killing them outright due to the fall distance, but if you aim for the water, you can kill them instantly. But if they get smart, the Survivors will stay down near the bottom of the hill and put up as much firepower as they can. In that case, do your best to get and hide on the boat―preferably behind the cabin next to the bridge. That way, when they finally come, you can smash them back over the edge and get your sweet revenge.

Easter Eggs

 * In the beginning safe room of the level, there is a poster on the wall of a man with a ram's head with the words "Welcome To The End." A reference to the Illumanati and other conspiracy theories.
 * In the beginning safe-house, a piece of wall graffiti states that "Lou F. turned into one of the BIG ONES!" Given that the Tank is conceptually based on the Incredible Hulk, Lou F. would logically refer to Lou Ferrigno, the actor who played The Hulk on the TV series.